StepAnim() public méthode

public StepAnim ( float time ) : bool
time float
Résultat bool
/*
 *      void Update()
 *      {
 *              if(!pumpIsRunning)
 *                      return;	// Abort
 *
 *              cur = head;
 *
 *              while(cur != null)
 *              {
 *                      cur.StepAnim(Time.deltaTime);
 *                      cur = cur.next;
 *              }
 *      }
 */

    // The coroutine that drives animation:
    protected static IEnumerator AnimationPump()
    {
#if !USE_DELTA_TIME
        float startTime = Time.realtimeSinceStartup;
        float time;
#endif
        float      elapsed;
        SpriteBase next;

        pumpIsDone = false;

        while (pumpIsRunning)
        {
#if !PUMP_EVERY_FRAME
            yield return(new WaitForSeconds(animationPumpInterval));
#else
            yield return(null);
#endif


#if USE_DELTA_TIME
            elapsed = Time.deltaTime;
#else
            time      = Time.realtimeSinceStartup;
            elapsed   = time - startTime;
            startTime = time;
#endif

            // Start at the beginning:
            cur = head;

            while (cur != null)
            {
                next = (SpriteBase)cur.next;
                cur.StepAnim(elapsed);
                cur = next;
            }
        }

        pumpIsDone = true;
    }
/*
	void Update()
	{
		if(!pumpIsRunning)
			return;	// Abort

		cur = head;
		
		while(cur != null)
		{
			cur.StepAnim(Time.deltaTime);
			cur = cur.next;
		}
	}
*/

	// The coroutine that drives animation:
	protected static IEnumerator AnimationPump()
	{
#if !USE_DELTA_TIME
		float startTime = Time.realtimeSinceStartup;
		float time;
#endif
		float elapsed;
		SpriteBase next;

		pumpIsDone = false;

		while (pumpIsRunning)
		{
#if !PUMP_EVERY_FRAME
			yield return new WaitForSeconds(animationPumpInterval);
#else
			yield return null;
#endif


#if USE_DELTA_TIME
			elapsed = Time.deltaTime;
#else
			time = Time.realtimeSinceStartup;
			elapsed = time - startTime;
			startTime = time;
#endif

			// Start at the beginning:
			cur = head;

			while( cur != null )
			{
				next = (SpriteBase)cur.next;
				cur.StepAnim(elapsed);
				cur = next;
			}
		}

		pumpIsDone = true;
	}