Esempio n. 1
0
 /// <summary>
 /// Initializes a new instance of the <see cref="Animator3D" /> class.
 /// </summary>
 /// <param name="path">The path of the animation</param>
 /// <param name="fpsLimiter">Limits the maximum frames per seconds</param>
 public Animator3D(Path3D path, FPSLimiterKnownValues fpsLimiter)
     : this(new[] { path }, fpsLimiter)
 {
 }
 /// <summary>
 ///     Contains a single path in an array
 /// </summary>
 /// <param name="path">The path to add to the array</param>
 /// <returns>An array of paths including the new ones</returns>
 public static Path3D[] ToArray(this Path3D path)
 {
     return(new[] { path });
 }
Esempio n. 3
0
 /// <summary>
 /// Initializes a new instance of the <see cref="Animator3D" /> class.
 /// </summary>
 /// <param name="path">The path of the animation</param>
 public Animator3D(Path3D path)
     : this(new[] { path })
 {
 }
 /// <summary>
 ///     Continue the path with a new ones
 /// </summary>
 /// <param name="path">The path to continue</param>
 /// <param name="newPaths">An array of new paths to adds</param>
 /// <returns>An array of paths including the new ones</returns>
 public static Path3D[] ContinueTo(this Path3D path, params Path3D[] newPaths)
 {
     return(path.ToArray().ContinueTo(newPaths));
 }
 /// <summary>
 ///     Continue the path with a new one
 /// </summary>
 /// <param name="path">The path to continue</param>
 /// <param name="endX">Horizontal value of the next point to follow</param>
 /// <param name="endY">Vertical value of the next point to follow</param>
 /// <param name="endZ">Depth value of the next point to follow</param>
 /// <param name="duration">Duration of the animation</param>
 /// <param name="delay">Starting delay</param>
 /// <param name="function">Animation controller function</param>
 /// <returns>An array of paths including the newly created one</returns>
 public static Path3D[] ContinueTo(this Path3D path, float endX, float endY, float endZ, ulong duration,
                                   ulong delay,
                                   AnimationFunctions.Function function)
 {
     return(path.ToArray().ContinueTo(endX, endY, endZ, duration, delay, function));
 }
 /// <summary>
 ///     Continue the path with a new one
 /// </summary>
 /// <param name="path">The path to continue</param>
 /// <param name="endX">Horizontal value of the next point to follow</param>
 /// <param name="endY">Vertical value of the next point to follow</param>
 /// <param name="endZ">Depth value of the next point to follow</param>
 /// <param name="duration">Duration of the animation</param>
 /// <param name="delay">Starting delay</param>
 /// <returns>An array of paths including the newly created one</returns>
 public static Path3D[] ContinueTo(this Path3D path, float endX, float endY, float endZ, ulong duration,
                                   ulong delay)
 {
     return(path.ToArray().ContinueTo(endX, endY, endZ, duration, delay));
 }
 /// <summary>
 ///     Continue the path with a new one
 /// </summary>
 /// <param name="path">The path to continue</param>
 /// <param name="end">Next point to follow</param>
 /// <param name="duration">Duration of the animation</param>
 /// <param name="delay">Starting delay</param>
 /// <returns>An array of paths including the newly created one</returns>
 public static Path3D[] ContinueTo(this Path3D path, Float3D end, ulong duration, ulong delay)
 {
     return(path.ToArray().ContinueTo(end, duration, delay));
 }
 /// <summary>
 ///     Continue the path with a new one
 /// </summary>
 /// <param name="path">The path to continue</param>
 /// <param name="end">Next point to follow</param>
 /// <param name="duration">Duration of the animation</param>
 /// <param name="function">Animation controller function</param>
 /// <returns>An array of paths including the newly created one</returns>
 public static Path3D[] ContinueTo(this Path3D path, Float3D end, ulong duration,
                                   AnimationFunctions.Function function)
 {
     return(path.ToArray().ContinueTo(end, duration, function));
 }