private void RaiseFinishedAnimating() { if (FinishedAnimating != null) { FinishedAnimating.Invoke(this); } }
protected void RaiseFinishedAnimating() { if (FinishedAnimating != null) { FinishedAnimating.Invoke(); } else { Debug.LogError("The brickModel should be listened to"); } }
void Update() { float completion = -1; switch (state) { case State.IDLE: completion = -1; break; case State.WAITING_FOR_ANIMATION: CheckTime(State.ANIMATING); break; case State.WAITING_FOR_REVERSEANIMATION: CheckTime(State.REVERSEANIMATING); break; case State.ANIMATING: completion = GetAnimationCompletion(); break; case State.REVERSEANIMATING: completion = 1 - GetAnimationCompletion(); break; default: completion = -1; break; } if (completion == -1) { return; } else if (completion > 1 || completion < 0) { FinishAnimation(); if (FinishedAnimating != null) { FinishedAnimating.Invoke(this); } } else { Animate(completion); lastCompletion = GetAnimationCompletion(); } }
internal virtual void RaiseFinishedAnimating() { // Debug.Log(gameObject.name + " RaiseFinished"); FinishedAnimating.Invoke(); }