public void Update() { if (m_manager_state != DrawableState.Finished) { if (m_currScene == null) { m_currScene = m_sceneQ.Dequeue(); // Grab the first animation m_curr_scene_num = 0; } else if (m_currScene.Scene_State == DrawableState.Finished) { if (m_sceneQ.Count == 0) // Ran out of scenes to perform, reset stuff { m_currScene.ResetScene(); // So it wont stay finished for the next time around m_manager_state = DrawableState.Finished; m_currScene = null; m_curr_scene_num = -1; return; } else // On to the next animation { m_curr_scene_num++; m_currScene.ResetScene(); // So it wont stay finished for the next time around m_currScene = m_sceneQ.Dequeue(); } } // Update current Animation m_currScene.Update(); } }
public void Reset() { for (int i = 0; i < m_scenes.Length; i++) { m_sceneQ.Enqueue(m_sceneList[m_scenes[i]]); } m_currScene = m_sceneQ.Dequeue(); // Grab the first animation }
public void Reset() { m_built1 = false; m_built2 = false; m_duck_count = 10; m_laughdog_anim = new AnimatedSprite(); m_flyawayduck_anim_1 = new AnimatedSprite(); // Flyaway Duck inter 1 m_flyawayduck_anim_2 = new AnimatedSprite(); // Flyaway Duck inter 2 m_flyaway_scn = new AnimationScene(); m_flyaway_scn_inter = new AnimationScene(); m_dog_laugh_scn_inter = new AnimationScene(); m_intermission1 = new AnimationManager(); m_intermission2 = new AnimationManager(); m_counter_spr = new Sprite(); BuildAnimations(); m_pongballs.Clear(); m_pongballs.Add(BuildDuck(m_boundary)); m_pongballs.Add(BuildDuck(m_boundary)); }
public void AddScene(AnimationScene scene) { m_sceneList.Add(scene); }