public JSpawnState(JSpawn action, GameObject target) : base(action, target) { ActionOne = action.ActionOne; ActionTwo = action.ActionTwo; ActionStateOne = (JFiniteTimeActionState)ActionOne.StartAction(target); ActionStateTwo = (JFiniteTimeActionState)ActionTwo.StartAction(target); }
protected internal override void Step(float dt) { InnerActionState.Step(dt); if (InnerActionState.IsDone) { float diff = InnerActionState.Elapsed - InnerActionState.Duration; InnerActionState = (JFiniteTimeActionState)InnerAction.StartAction(Target); InnerActionState.Step(0f); InnerActionState.Step(diff); } }
public JActionEaseState(JActionEase action, GameObject target) : base(action, target) { InnerActionState = (JFiniteTimeActionState)action.InnerAction.StartAction(target); }
public JReverseTimeState(JReverseTime action, GameObject target) : base(action, target) { Other = action.Other; OtherState = (JFiniteTimeActionState)Other.StartAction(target); }
public JRepeatForeverState(JRepeatForever action, GameObject target) : base(action, target) { InnerAction = action.InnerAction; InnerActionState = (JFiniteTimeActionState)InnerAction.StartAction(target); }