/// <summary> /// 重置动画 /// </summary> public void ResetToBeginning() { m_CurrentTime = 0f; isComplated = false; for (int index = 0; index < m_AnimationPaths.Count; index++) { AnimationPath path = m_AnimationPaths[index]; if (path != null) { path.ResetToBeginning(); } } }
/// <summary> /// 更新动画 /// </summary> void UpdateAnimation(float deltaTime) { if (isPause) { return; } if (!isComplated) { m_CurrentTime += deltaTime * speed; if (m_CurrentTime < this.m_AnimationTime) { isComplated = false; } else { if (this.m_Style == PlayStyle.Loop) { Play(0); } else { isComplated = true; isPlaying = false; } } for (int index = 0; index < m_AnimationPaths.Count; index++) { AnimationPath path = m_AnimationPaths[index]; if (path != null) { path.UpdateAnimation(m_CurrentTime); } } } }