/// <summary>Progresses the AnimationState according to the given deltaTime, and applies it to the Skeleton. Use Time.deltaTime to update manually. Use deltaTime 0 to update without progressing the time.</summary> public void Update(float deltaTime) { if (!valid || state == null) { return; } deltaTime *= timeScale; skeleton.Update(deltaTime); state.Update(deltaTime); state.Apply(skeleton); if (_UpdateLocal != null) { _UpdateLocal(this); } skeleton.UpdateWorldTransform(); if (_UpdateWorld != null) { _UpdateWorld(this); skeleton.UpdateWorldTransform(); } if (_UpdateComplete != null) { _UpdateComplete(this); } wasUpdatedAfterInit = true; }
public virtual void Update(float deltaTime) { if (!valid) { return; } deltaTime *= timeScale; skeleton.Update(deltaTime); state.Update(deltaTime); state.Apply(skeleton); if (_UpdateLocal != null) { _UpdateLocal(this); } skeleton.UpdateWorldTransform(); if (_UpdateWorld != null) { _UpdateWorld(this); skeleton.UpdateWorldTransform(); } if (_UpdateComplete != null) { _UpdateComplete(this); } }
public void Update(float deltaTime) { if (!valid) { return; } deltaTime *= timeScale; skeleton.Update(deltaTime); state.Update(deltaTime); state.Apply(skeleton); if (_UpdateLocal != null) { _UpdateLocal(this); } skeleton.UpdateWorldTransform(); if (_UpdateWorld != null) { _UpdateWorld(this); skeleton.UpdateWorldTransform(); } if (_UpdateComplete != null) { _UpdateComplete(this); } isPlayingAnimation = state.GetCurrent(0) != null; }
protected void UpdateAnimationStatus(float deltaTime) { deltaTime *= timeScale; skeleton.Update(deltaTime); state.Update(deltaTime); }