/// <summary>
 /// Called each time the CurrentTime value gets updated.
 /// </summary>
 /// <param name="updateState"></param>
 /// <param name="animationState"></param>
 protected override void OnCurrentTimeUpdated(IAnimationUpdateState updateState, AnimationState animationState)
 {
     if (_checkFunction())
     {
         this.NotifyAnimationFinished();
     }
 }
        /// <summary>
        /// Called each time the CurrentTime value gets updated.
        /// </summary>
        /// <param name="updateState"></param>
        /// <param name="animationState"></param>
        protected override void OnCurrentTimeUpdated(IAnimationUpdateState updateState, AnimationState animationState)
        {
            //how does Slerp work: --> http://en.wikipedia.org/wiki/Slerp
            var changeFactor = this.CurrentTime.Ticks / (float)this.FixedTime.Ticks;

            var slerpQuaternion = Quaternion.Slerp(_startQuaternion, _targetQuaternion, changeFactor);

            _targetObject.RotationQuaternion = slerpQuaternion;
        }
        /// <summary>
        /// Called each time the CurrentTime value gets updated.
        /// </summary>
        protected override void OnCurrentTimeUpdated(IAnimationUpdateState updateState, AnimationState animationState)
        {
            var currentLocationPercent = (float)(this.CurrentTime.TotalMilliseconds / this.FixedTime.TotalMilliseconds);
            var toIncreaseTotal        = _increaseTotal * currentLocationPercent;
            var toIncrease             = toIncreaseTotal - _alreadyIncreased;

            _setValueAction(_getValueFunc() + toIncrease);

            _alreadyIncreased = toIncreaseTotal;
        }
 /// <summary>
 /// Called each time the CurrentTime value gets updated.
 /// </summary>
 protected override void OnCurrentTimeUpdated(IAnimationUpdateState updateState, AnimationState animationState)
 {
     _targetObject.Position = _startVector + Vector3Ex.GetXY(_moveHelper !.GetPartialMoveDistance(this.CurrentTime));
 }
        /// <summary>
        /// Called each time the CurrentTime value gets updated.
        /// </summary>
        protected override void OnCurrentTimeUpdated(IAnimationUpdateState updateState, AnimationState animationState)
        {
            var changeFactor = this.CurrentTime.Ticks / (float)this.FixedTime.Ticks;

            _targetObject.Scaling = _startScaling + _moveScaling * changeFactor;
        }
예제 #6
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        /// <summary>
        /// Called each time the CurrentTime value gets updated.
        /// </summary>
        protected override void OnCurrentTimeUpdated(IAnimationUpdateState updateState, AnimationState animationState)
        {
            var percentagePassed = this.CurrentTime.Ticks / (float)_duration.Ticks;

            _targetObject.RotationEuler = _startRotation + _changeRotation * percentagePassed;
        }
 /// <summary>
 /// Called each time the CurrentTime value gets updated.
 /// </summary>
 /// <param name="updateState"></param>
 /// <param name="animationState"></param>
 protected override void OnCurrentTimeUpdated(IAnimationUpdateState updateState, AnimationState animationState)
 {
     if (animationState.RunningAnimationsIndex == 0)
     {
         this.NotifyAnimationFinished();
     }
 }
        /// <summary>
        /// Called each time the CurrentTime value gets updated.
        /// </summary>
        protected override void OnCurrentTimeUpdated(IAnimationUpdateState updateState, AnimationState animationState)
        {
            var changeFactor = this.CurrentTime.Ticks / (float)this.FixedTime.Ticks;

            _targetObject.AccentuationFactor = _startAccentuation + _moveAccentuation * changeFactor;
        }