/// <summary> /// The animator implementation. /// </summary> override protected void DoAnimation(float speedFactor) { // get current scaling step, and if done, skip float position = AnimatorUtils.CalcTransitionPercent(TimeAnimated, ScalingTime); // calc current scale value _GameObject.SceneNode.Scale = (FromScale * (1f - position)) + (ToScale * position); }
/// <summary> /// The animator implementation. /// </summary> override protected void DoAnimation(float speedFactor) { // get current fade step, and if done, skip float position = AnimatorUtils.CalcTransitionPercent(TimeAnimated, ColoringTime); // calc current alpha value Color colora = (FromColor * (1f - position)); Color colorb = (ToColor * position); Color finalColor = new Color((colora.R + colorb.R), (colora.G + colorb.G), (colora.B + colorb.B)); // update renderables foreach (var renderable in ModelRenderables) { renderable.MaterialOverride.DiffuseColor = finalColor; } }