/** * <summary>Pauses an ActionListAsset, provided that it is currently running.</summary> * <param name = "actionListAsset">The ActionListAsset to pause</param> * <returns>The RuntimeActionList that is in the scene, associated with the ActionListAsset</returns> */ public RuntimeActionList Pause(ActionListAsset actionListAsset) { for (int i = 0; i < activeLists.Count; i++) { if (activeLists[i].IsFor(actionListAsset)) { RuntimeActionList runtimeActionList = (RuntimeActionList)activeLists[i].actionList; runtimeActionList.Pause(); return(runtimeActionList); } } return(null); }
/** * <summary>Pauses an ActionListAsset, provided that it is currently running.</summary> * <param name = "actionListAsset">The ActionListAsset to pause</param> * <returns>All RuntimeActionLists that are in the scene, associated with the ActionListAsset</returns> */ public RuntimeActionList[] Pause(ActionListAsset actionListAsset) { List <RuntimeActionList> runtimeActionLists = new List <RuntimeActionList>(); for (int i = 0; i < activeLists.Count; i++) { if (activeLists[i].IsFor(actionListAsset)) { RuntimeActionList runtimeActionList = (RuntimeActionList)activeLists[i].actionList; runtimeActionList.Pause(); runtimeActionLists.Add(runtimeActionList); } } return(runtimeActionLists.ToArray()); }