public void Play(bool restart) { if (!_sequence.IsStopped && restart) { _sequence.Stop(); } int frame = _viewRange.Cull(_sequence.GetCurrentFrame()); _sequence.Play(frame); _timeStartedPlaying = EditorApplication.timeSinceStartup - (frame - _viewRange.Start) * _sequence.InverseFrameRate; SetCurrentFrame(frame); _isPlaying = true; FUtility.RepaintGameView(); }
private void Update() { if (m_KillNum > 0) { m_WaitTime -= Time.time; if (m_WaitTime < 0) { m_FSequence.Stop(); SceneManager.LoadScene(m_NextIndexSceneIndex); m_KillNum = 0; } } }
public override void OnEnter() { sequence.Stop(reset.Value); Finish(); }