/// <summary> /// Converts the domain model into an entity. /// </summary> /// <returns>The entity.</returns> /// <param name="animation">Animation.</param> internal static AnimationEntity ToEntity(this Animation animation) { AnimationEntity animationEntity = new AnimationEntity { Name = animation.Name, CharacterColour = animation.CharacterColour, GenderModel = animation.GenderModel, HasA = animation.HasA, HasF = animation.HasF, Number = animation.Number }; return(animationEntity); }
/// <summary> /// Converts the entity into a domain model. /// </summary> /// <returns>The domain model.</returns> /// <param name="animationEntity">Animation entity.</param> internal static Animation ToDomainModel(this AnimationEntity animationEntity) { Animation animation = new Animation { Name = animationEntity.Name, CharacterColour = animationEntity.CharacterColour, GenderModel = animationEntity.GenderModel, HasA = animationEntity.HasA, HasF = animationEntity.HasF, Number = animationEntity.Number }; return(animation); }
private void OnExit(GameObject obj) { AnimationEntity ani = this.GetComponent <AnimationEntity>(); // if (ani == null) { ani = this.gameObject.AddComponent <AnimationEntity>(); } AnimationEntity.OnAnimationFinishDelegate OnAnimationFinished = delegate(AnimationEntity animationEntity) { //GameObject.Destroy(ani.gameObject); this.gameObject.SetActive(false); }; ani.Play(exitAnimationName, OnAnimationFinished, true); }
public void StartAnimation() { _selectedAnimation = animationEntities[0]; Play(_selectedAnimation.sprites); }