Exemple #1
0
 /// <summary>
 /// Creates and starts a twitch.
 /// </summary>
 /// <typeparam name="T">The type of twitch.</typeparam>
 /// <param name="startValue"></param>
 /// <param name="targetValue"></param>
 /// <param name="set">Set delegate called each frame to set the current value.</param>
 /// <param name="duration">Time for twitch to take.</param>
 /// <param name="shape">Curve shape.</param>
 /// <param name="param">User defined param used w/ onComplete</param>
 /// <param name="onComplete">Event handler triggered when twitch completes.</param>
 /// <param name="useGameTime">By default twitches used WallClockTime since they're generally used for UI.  Set this to true if you want the twitch to run off of GameTime</param>
 public static int CreateTwitch <T>(T startValue, T targetValue, Set <T> set, double duration, TwitchCurve.Shape shape, Object param, TwitchCompleteEvent onComplete, bool useGameTime) where T : struct
 {
     return(Twitch <T> .CreateTwitch(startValue, targetValue, set, duration, shape, param, onComplete, null, useGameTime));
 }
Exemple #2
0
        //
        // CreateTwitch methods.  These should be the only public interface...
        //

        /// <summary>
        /// Creates and starts a twitch.
        /// </summary>
        /// <typeparam name="T">The type of twitch.</typeparam>
        /// <param name="startValue"></param>
        /// <param name="targetValue"></param>
        /// <param name="set">Set delegate called each frame to set the current value.</param>
        /// <param name="duration">Time for twitch to take.</param>
        /// <param name="shape">Curve shape.</param>
        public static int CreateTwitch <T>(T startValue, T targetValue, Set <T> set, double duration, TwitchCurve.Shape shape) where T : struct
        {
            return(Twitch <T> .CreateTwitch(startValue, targetValue, set, duration, shape, null, null, null, false));
        }