Esempio n. 1
0
        /// <summary>
        /// Update the track to the given time
        /// </summary>
        /// <param name="time"></param>
        public virtual void UpdateTrack(float runningTime, float deltaTime)
        {
            float previousTime = elapsedTime;

            elapsedTime = runningTime;

            List <TimelineItem> items = GetAllTimelineItems();

            for (int i = 0; i < items.Count; i++)
            {
                CinemaGlobalEvent cinemaEvent = items[i] as CinemaGlobalEvent;
                if (cinemaEvent == null)
                {
                    continue;
                }

                if ((previousTime < cinemaEvent.Firetime || previousTime <= 0f) && elapsedTime >= cinemaEvent.Firetime)
                {
                    cinemaEvent.Trigger();
                }
                else if (previousTime >= cinemaEvent.Firetime && elapsedTime <= cinemaEvent.Firetime)
                {
                    cinemaEvent.Reverse();
                }
            }

            for (int i = 0; i < items.Count; i++)
            {
                CinemaGlobalAction action = items[i] as CinemaGlobalAction;
                if (action == null)
                {
                    continue;
                }
                var actionScene = action.GetCutScene();
                if (((previousTime < action.Firetime || previousTime <= 0f) && elapsedTime >= action.Firetime) && elapsedTime < action.EndTime)
                {
                    action.Trigger();
                }
                else if ((previousTime <= action.EndTime) && (elapsedTime >= action.EndTime))
                {
                    action.End();
                }
                else if (previousTime > action.Firetime && previousTime <= action.EndTime && elapsedTime <= action.Firetime)
                {
                    action.ReverseTrigger();
                }
                else if ((previousTime > action.EndTime || (actionScene != null && previousTime >= actionScene.Duration)) && (elapsedTime > action.Firetime) && (elapsedTime <= action.EndTime))
                {
                    action.ReverseEnd();
                }
                else if ((elapsedTime > action.Firetime) && (elapsedTime < action.EndTime))
                {
                    float t = runningTime - action.Firetime;
                    action.UpdateTime(t, deltaTime);
                }
            }
        }