protected override void ProgressItemAnimator(float timeStep) { if (areaLockAnimator != null) { areaLockAnimator.Progress(timeStep); } }
public void Progress(float timeStep) { SimpleAnimator debrisAnimator = null; if (!over) { if (debrisAnimators != null) { for (int i = 0; i < debrisAnimators.Length; i++) { debrisAnimator = debrisAnimators[i]; debrisAnimator.Progress(timeStep); if (debrisAnimator.IsOver()) { RemoveDebris(i); if (debrisAnimators == null) { break; } else { i--; } } } } if (destroyed) { if (debrisExtraDelay > 0f) { debrisExtraElapsed += timeStep; if (debrisExtraElapsed > debrisExtraDelay) { CreateAllDebris(debrisSlotDestruction); debrisExtraDelay = 0f; } } } if (obstacleAnimator != null) { obstacleAnimator.Progress(timeStep); if (obstacleAnimator.IsDead()) { /*halmeida - If the animations of the animator are not propperly configured, the animator * may die before we ask it to, which means it will die visually, but it will still be working * normally in terms of purpose.*/ if (!destroyed) { DestroyObstacle(); } /*halmeida - only after making sure it's propperly disabled we end it.*/ over = true; } } } }
public virtual void Progress(float timeStep) { if (!over) { if (active) { if (activeDuration > 0f) { activeElapsed += timeStep; if (activeElapsed > activeDuration) { Deactivate(); } } if (active) { Accelerate(timeStep); Move(timeStep); } } if (triggered && continuousEffect) { if (triggeringComponents != null) { for (int i = 0; i < triggeringComponents.Length; i++) { ApplyContinuousEffect(triggeringComponents[i], timeStep); } } } if (projectileAnimator != null) { projectileAnimator.Progress(timeStep); if (projectileAnimator.IsDead()) { /*halmeida - the projectile animation may start dying before we actually ask it to die. * This may be due to the projectile not having a properly configured set of animations. * In this case, we have to deactivate it now, since it does no longer exist visually.*/ if (active) { Deactivate(); } /*halmeida - wether we asked it to die or it died by itself, at this point the projectile * does no longer exist.*/ over = true; } } } }