static int Update(IntPtr L)
 {
     try
     {
         ToLua.CheckArgsCount(L, 2);
         DragonBones.AnimationTimelineState obj = (DragonBones.AnimationTimelineState)ToLua.CheckObject(L, 1, typeof(DragonBones.AnimationTimelineState));
         float arg0 = (float)LuaDLL.luaL_checknumber(L, 2);
         obj.Update(arg0);
         return(0);
     }
     catch (Exception e)
     {
         return(LuaDLL.toluaL_exception(L, e));
     }
 }
Exemple #2
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        /**
         * @private
         */
        internal void _advanceTime(float passedTime, float weightLeft, int index)
        {
            // Update fade time. (Still need to be update even if the passedTime is zero)
            if (_fadeState != 0)
            {
                _advanceFadeTime(passedTime);
            }

            // Update time.
            passedTime *= timeScale;
            if (passedTime != 0.0f && _isPlaying && !_isPausePlayhead)
            {
                _time += passedTime;
            }

            // Blend weight.
            _weightResult = weight * _fadeProgress * weightLeft;

            if (_weightResult > 0.0f)
            {
                var isCacheEnabled        = _fadeProgress >= 1.0f && index == 0 && _armature.cacheFrameRate > 0;
                var cacheTimeToFrameScale = _animationData.cacheTimeToFrameScale;
                var isUpdatesTimeline     = true;
                var isUpdatesBoneTimeline = true;
                var time = cacheTimeToFrameScale * 2.0f;
                time = isCacheEnabled ? ((float)Math.Floor(_time * time) / time) : _time; // Cache time internval.

                // Update main timeline.
                _timeline.Update(time);
                if (!_animationData.hasAsynchronyTimeline)
                {
                    time = _timeline._currentTime;
                }

                if (_zOrderTimeline != null)
                {
                    _zOrderTimeline.Update(time);
                }

                if (isCacheEnabled)
                {
                    var cacheFrameIndex = (int)Math.Floor(_timeline._currentTime * cacheTimeToFrameScale); // int
                    if (_armature._cacheFrameIndex == cacheFrameIndex)                                     // Same cache.
                    {
                        isUpdatesTimeline     = false;
                        isUpdatesBoneTimeline = false;
                    }
                    else
                    {
                        _armature._cacheFrameIndex = cacheFrameIndex;

                        if (_armature._animation._animationStateDirty) // Update _cacheFrames.
                        {
                            _armature._animation._animationStateDirty = false;

                            for (int i = 0, l = _boneTimelines.Count; i < l; ++i)
                            {
                                var boneTimelineState = _boneTimelines[i];
                                boneTimelineState.bone._cacheFrames = (boneTimelineState._timeline).cachedFrames;
                            }

                            for (int i = 0, l = _slotTimelines.Count; i < l; ++i)
                            {
                                var slotTimelineState = _slotTimelines[i];
                                slotTimelineState.slot._cacheFrames = (slotTimelineState._timeline).cachedFrames;
                            }
                        }

                        if (_animationData.cachedFrames[cacheFrameIndex]) // Cached.
                        {
                            isUpdatesBoneTimeline = false;
                        }
                        else // Cache.
                        {
                            _animationData.cachedFrames[cacheFrameIndex] = true;
                        }
                    }
                }
                else
                {
                    _armature._cacheFrameIndex = -1;
                }

                if (isUpdatesTimeline)
                {
                    if (isUpdatesBoneTimeline)
                    {
                        for (int i = 0, l = _boneTimelines.Count; i < l; ++i)
                        {
                            var boneTimelineState = _boneTimelines[i];
                            boneTimelineState.Update(time);
                        }
                    }

                    for (int i = 0, l = _slotTimelines.Count; i < l; ++i)
                    {
                        var slotTimelineState = _slotTimelines[i];
                        slotTimelineState.Update(time);
                    }

                    for (int i = 0, l = _ffdTimelines.Count; i < l; ++i)
                    {
                        var ffdTimelineState = _ffdTimelines[i];
                        ffdTimelineState.Update(time);
                    }
                }
            }

            if (autoFadeOutTime >= 0.0f && _fadeProgress >= 1.0f && _timeline._isCompleted)
            {
                FadeOut(autoFadeOutTime);
            }
        }
Exemple #3
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        /**
         * @private
         */
        internal void _advanceTime(float passedTime, float cacheFrameRate)
        {
            // Update fade time.
            if (_fadeState != 0 || _subFadeState != 0)
            {
                _advanceFadeTime(passedTime);
            }

            // Update time.
            if (timeScale != 1.0f)
            {
                passedTime *= timeScale;
            }

            if (passedTime != 0.0f && _playheadState == 3) // 11
            {
                _time += passedTime;
            }

            // weight.
            _weightResult = weight * _fadeProgress;

            if (_weightResult != 0.0f)
            {
                var isCacheEnabled        = _fadeState == 0 && cacheFrameRate > 0.0f;
                var isUpdatesTimeline     = true;
                var isUpdatesBoneTimeline = true;
                var time = _time;

                // Update main timeline.
                _timeline.Update(time);

                // Cache time internval.
                if (isCacheEnabled)
                {
                    _timeline._currentTime = (float)Math.Floor(_timeline._currentTime * cacheFrameRate) / cacheFrameRate;
                }

                // Update zOrder timeline.
                if (_zOrderTimeline != null)
                {
                    _zOrderTimeline.Update(time);
                }

                // Update cache.
                if (isCacheEnabled)
                {
                    var cacheFrameIndex = (int)Math.Floor(_timeline._currentTime * cacheFrameRate); // uint
                    if (_armature.animation._cacheFrameIndex == cacheFrameIndex)                    // Same cache.
                    {
                        isUpdatesTimeline     = false;
                        isUpdatesBoneTimeline = false;
                    }
                    else
                    {
                        _armature.animation._cacheFrameIndex = cacheFrameIndex;

                        if (_animationData.cachedFrames[cacheFrameIndex]) // Cached.
                        {
                            isUpdatesBoneTimeline = false;
                        }
                        else // Cache.
                        {
                            _animationData.cachedFrames[cacheFrameIndex] = true;
                        }
                    }
                }

                // Update timelines.
                if (isUpdatesTimeline)
                {
                    if (isUpdatesBoneTimeline)
                    {
                        for (int i = 0, l = _boneTimelines.Count; i < l; ++i)
                        {
                            _boneTimelines[i].Update(time);
                        }
                    }

                    for (int i = 0, l = _slotTimelines.Count; i < l; ++i)
                    {
                        _slotTimelines[i].Update(time);
                    }

                    for (int i = 0, l = _ffdTimelines.Count; i < l; ++i)
                    {
                        _ffdTimelines[i].Update(time);
                    }
                }
            }

            if (_fadeState == 0)
            {
                if (_subFadeState > 0)
                {
                    _subFadeState = 0;
                }

                // Auto fade out.
                if (autoFadeOutTime >= 0.0f)
                {
                    if (_timeline._playState > 0)
                    {
                        FadeOut(autoFadeOutTime);
                    }
                }
            }
        }