/// <summary>
 /// Updates every tweens with a delta time ang handles the tween life-cycles
 /// automatically.
 /// </summary>
 /// <remarks>
 /// Updates every tweens with a delta time ang handles the tween life-cycles
 /// automatically. If a tween is finished, it will be removed from the
 /// manager. The delta time represents the elapsed time between now and the
 /// last update call. Each tween or timeline manages its local time, and adds
 /// this delta to its local time to update itself.
 /// <p/>
 /// Slow motion, fast motion and backward play can be easily achieved by
 /// tweaking this delta time. Multiply it by -1 to play the animation
 /// backward, or by 0.5 to play it twice slower than its normal speed.
 /// </remarks>
 public virtual void Update(float delta)
 {
     for (int i = objects.Count - 1; i >= 0; i--)
     {
         IBaseTween obj = objects[i];
         if (obj.IsFinished() && obj.isAutoRemoveEnabled)
         {
             objects.RemoveAt(i);
             obj.Free();
         }
     }
     if (!isPaused)
     {
         if (delta >= 0)
         {
             for (int i = 0, n = objects.Count; i < n; i++)
             {
                 objects[i].Update(delta);
             }
         }
         else
         {
             for (int i = objects.Count - 1; i >= 0; i--)
             {
                 objects[i].Update(delta);
             }
         }
     }
 }
Exemple #2
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 public override void Free()
 {
     for (int i = children.Count - 1; i >= 0; i--)
     {
         IBaseTween obj = children[i];
         children.RemoveAt(i);
         obj.Free();
     }
     pool.Free(this);
 }