/// <summary> /// Register given AnimNodeSequence to process next update /// </summary> /// <param name="anim"></param> private void AddToActiveList(AnimNodeSequence anim) { if (anim == null) { return; } foreach (var item in ActiveAnimNodes) { if (item == anim) { return; } } ActiveAnimNodes.Add(anim); }
/// <summary> /// Create a RootMotion /// </summary> /// <param name="sequence">Owner Sequence</param> internal RootMotion(AnimNodeSequence sequence) { this._Sequence = sequence; }
/// <summary> /// Make sure given AnimNodeSequence will update at next update /// </summary> /// <param name="anim">AnimNodeSequence to update</param> internal void UpdateAnimation(AnimNodeSequence anim) { AddToActiveList(anim); }