private ZOrderTimelineState _zOrderTimeline = null; // Initial value. /** * @private */ protected override void _OnClear() { foreach (var timeline in this._boneTimelines) { timeline.ReturnToPool(); } foreach (var timeline in this._slotTimelines) { timeline.ReturnToPool(); } foreach (var bonePose in this._bonePoses.Values) { bonePose.ReturnToPool(); } if (this._actionTimeline != null) { this._actionTimeline.ReturnToPool(); } if (this._zOrderTimeline != null) { this._zOrderTimeline.ReturnToPool(); } this.resetToPose = false; this.additiveBlending = false; this.displayControl = false; this.actionEnabled = false; this.layer = 0; this.playTimes = 1; this.timeScale = 1.0f; this.weight = 1.0f; this.autoFadeOutTime = 0.0f; this.fadeTotalTime = 0.0f; this.name = string.Empty; this.group = string.Empty; this.animationData = null; // this._timelineDirty = true; this._playheadState = 0; this._fadeState = -1; this._subFadeState = -1; this._position = 0.0f; this._duration = 0.0f; this._fadeTime = 0.0f; this._time = 0.0f; this._fadeProgress = 0.0f; this._weightResult = 0.0f; this._boneMask.Clear(); this._boneTimelines.Clear(); this._slotTimelines.Clear(); this._bonePoses.Clear(); this._armature = null; // this._actionTimeline = null; // this._zOrderTimeline = null; }
/** * @inheritDoc */ override protected void _onClear() { foreach (var boneTimelineState in _boneTimelines) { boneTimelineState.ReturnToPool(); } foreach (var slotTimelineState in _slotTimelines) { slotTimelineState.ReturnToPool(); } foreach (var ffdTimelineState in _ffdTimelines) { ffdTimelineState.ReturnToPool(); } if (_timeline != null) { _timeline.ReturnToPool(); } if (_zOrderTimeline != null) { _zOrderTimeline.ReturnToPool(); } displayControl = true; additiveBlending = false; actionEnabled = false; playTimes = 1; timeScale = 1.0f; weight = 1.0f; autoFadeOutTime = -1.0f; fadeTotalTime = 0.0f; _fadeState = 0; _layer = 0; _position = 0.0f; _duration = 0.0f; _weightResult = 0.0f; _fadeProgress = 0.0f; _group = null; _timeline = null; _isPlaying = true; _isPausePlayhead = false; _fadeTime = 0.0f; _time = 0.0f; _name = null; _armature = null; _animationData = null; _zOrderTimeline = null; _boneMask.Clear(); _boneTimelines.Clear(); _slotTimelines.Clear(); _ffdTimelines.Clear(); }
/** * @private */ override protected void _onClear() { for (int i = 0, l = _boneTimelines.Count; i < l; ++i) { _boneTimelines[i].ReturnToPool(); } for (int i = 0, l = _slotTimelines.Count; i < l; ++i) { _slotTimelines[i].ReturnToPool(); } for (int i = 0, l = _ffdTimelines.Count; i < l; ++i) { _ffdTimelines[i].ReturnToPool(); } if (_timeline != null) { _timeline.ReturnToPool(); } if (_zOrderTimeline != null) { _zOrderTimeline.ReturnToPool(); } displayControl = true; additiveBlending = false; actionEnabled = false; playTimes = 1; timeScale = 1.0f; weight = 1.0f; autoFadeOutTime = -1.0f; fadeTotalTime = 0.0f; _playheadState = 0; _fadeState = -1; _subFadeState = -1; _layer = 0; _position = 0.0f; _duration = 0.0f; _fadeTime = 0.0f; _time = 0.0f; _fadeProgress = 0.0f; _weightResult = 0.0f; _name = null; _group = null; _boneMask.Clear(); _boneTimelines.Clear(); _slotTimelines.Clear(); _ffdTimelines.Clear(); _animationData = null; _armature = null; _timeline = null; _zOrderTimeline = null; }
/** * @private */ internal void _fadeIn( Armature armature, AnimationData clip, string animationName, uint playTimes, float position, float duration, float time, float timeScale, float fadeInTime, bool pausePlayhead ) { _armature = armature; _animationData = clip; _name = animationName; actionEnabled = stateActionEnabled; this.playTimes = playTimes; this.timeScale = timeScale; fadeTotalTime = fadeInTime; _fadeState = -1; _position = position; _duration = duration; _time = time; _isPausePlayhead = pausePlayhead; if (fadeTotalTime <= 0.0f) { _fadeProgress = 0.999999f; } _timeline = BaseObject.BorrowObject <AnimationTimelineState>(); _timeline.FadeIn(_armature, this, _animationData, _time); if (_animationData.zOrderTimeline != null) { _zOrderTimeline = BaseObject.BorrowObject <ZOrderTimelineState>(); _zOrderTimeline.FadeIn(_armature, this, _animationData.zOrderTimeline, _time); } _updateTimelineStates(); }
/** * @private */ internal void _init(Armature armature, AnimationData animationData, AnimationConfig animationConfig) { _armature = armature; _animationData = animationData; _name = !string.IsNullOrEmpty(animationConfig.name) ? animationConfig.name : animationConfig.animationName; actionEnabled = animationConfig.actionEnabled; additiveBlending = animationConfig.additiveBlending; displayControl = animationConfig.displayControl; playTimes = (uint)animationConfig.playTimes; timeScale = animationConfig.timeScale; fadeTotalTime = animationConfig.fadeInTime; autoFadeOutTime = animationConfig.autoFadeOutTime; weight = animationConfig.weight; if (animationConfig.pauseFadeIn) { _playheadState = 2; // 10 } else { _playheadState = 3; // 11 } _fadeState = -1; _subFadeState = -1; _layer = animationConfig.layer; _time = animationConfig.position; _group = animationConfig.group; if (animationConfig.duration < 0.0f) { _position = 0.0f; _duration = _animationData.duration; } else { _position = animationConfig.position; _duration = animationConfig.duration; } if (fadeTotalTime <= 0.0f) { _fadeProgress = 0.999999f; } if (animationConfig.boneMask.Count > 0) { DragonBones.ResizeList(_boneMask, animationConfig.boneMask.Count, null); for (int i = 0, l = _boneMask.Count; i < l; ++i) { _boneMask[i] = animationConfig.boneMask[i]; } } _timeline = BaseObject.BorrowObject <AnimationTimelineState>(); _timeline._init(_armature, this, _animationData); if (_animationData.zOrderTimeline != null) { _zOrderTimeline = BaseObject.BorrowObject <ZOrderTimelineState>(); _zOrderTimeline._init(_armature, this, _animationData.zOrderTimeline); } _updateTimelineStates(); }
/** * @private * @internal */ internal void Init(Armature armature, AnimationData animationData, AnimationConfig animationConfig) { if (this._armature != null) { return; } this._armature = armature; this.animationData = animationData; this.resetToPose = animationConfig.resetToPose; this.additiveBlending = animationConfig.additiveBlending; this.displayControl = animationConfig.displayControl; this.actionEnabled = animationConfig.actionEnabled; this.layer = animationConfig.layer; this.playTimes = animationConfig.playTimes; this.timeScale = animationConfig.timeScale; this.fadeTotalTime = animationConfig.fadeInTime; this.autoFadeOutTime = animationConfig.autoFadeOutTime; this.weight = animationConfig.weight; this.name = animationConfig.name.Length > 0 ? animationConfig.name : animationConfig.animation; this.group = animationConfig.group; if (animationConfig.pauseFadeIn) { this._playheadState = 2; // 10 } else { this._playheadState = 3; // 11 } if (animationConfig.duration < 0.0f) { this._position = 0.0f; this._duration = this.animationData.duration; if (animationConfig.position != 0.0f) { if (this.timeScale >= 0.0f) { this._time = animationConfig.position; } else { this._time = animationConfig.position - this._duration; } } else { this._time = 0.0f; } } else { this._position = animationConfig.position; this._duration = animationConfig.duration; this._time = 0.0f; } if (this.timeScale < 0.0f && this._time == 0.0f) { this._time = -0.000001f; // Turn to end. } if (this.fadeTotalTime <= 0.0f) { this._fadeProgress = 0.999999f; // Make different. } if (animationConfig.boneMask.Count > 0) { this._boneMask.ResizeList(animationConfig.boneMask.Count); for (int i = 0, l = this._boneMask.Count; i < l; ++i) { this._boneMask[i] = animationConfig.boneMask[i]; } } this._actionTimeline = BaseObject.BorrowObject <ActionTimelineState>(); this._actionTimeline.Init(this._armature, this, this.animationData.actionTimeline); this._actionTimeline.currentTime = this._time; if (this._actionTimeline.currentTime < 0.0f) { this._actionTimeline.currentTime = this._duration - this._actionTimeline.currentTime; } if (this.animationData.zOrderTimeline != null) { this._zOrderTimeline = BaseObject.BorrowObject <ZOrderTimelineState>(); this._zOrderTimeline.Init(this._armature, this, this.animationData.zOrderTimeline); } }