// execute action for every frame // if action is finished, return true; public override bool step(FrmEmulator emulator, long time) { float elapsed = time - run_startTime; if (elapsed > duration) { elapsed = duration; } TLayer layer = sequence.animation.layer; if (layer is TActor) { TActor target = (TActor)layer; float width = run_easingFunction.ease(easingType, easingMode, duration, elapsed, run_startScale.Width, run_endScale.Width); float height = run_easingFunction.ease(easingType, easingMode, duration, elapsed, run_startScale.Height, run_endScale.Height); target.scale = new SizeF(width, height); } return(base.step(emulator, time)); }
// execute action for every frame // if action is finished, return true; public override bool step(FrmEmulator emulator, long time) { float elapsed = time - run_startTime; if (elapsed > duration) { elapsed = duration; } TLayer layer = sequence.animation.layer; if (layer is TActor) { TActor target = (TActor)layer; float x = run_easingFunction.ease(easingType, easingMode, duration, elapsed, run_startPos.X, run_endPos.X); float y = run_easingFunction.ease(easingType, easingMode, duration, elapsed, run_startPos.Y, run_endPos.Y); target.position = new PointF(x, y); } return(base.step(emulator, time)); }
// execute action for every frame // if action is finished, return true; public override bool step(FrmEmulator emulator, long time) { float elapsed = time - run_startTime; if (elapsed > duration) { elapsed = duration; } TLayer layer = sequence.animation.layer; layer.alpha = run_easingFunction.ease(easingType, easingMode, duration, elapsed, run_startAlpha, run_endAlpha); return(base.step(emulator, time)); }
// execute action for every frame // if action is finished, return true; public override bool step(FrmEmulator emulator, long time) { float elapsed = time - run_startTime; if (elapsed > duration) { elapsed = duration; } TLayer layer = sequence.animation.layer; if (layer is TActor) { TActor target = (TActor)layer; target.rotation = TUtil.normalizeDegreeAngle(run_easingFunction.ease(easingType, easingMode, duration, elapsed, run_startAngle, run_endAngle)); } return(base.step(emulator, time)); }
// execute action for every frame // if action is finished, return true; public override bool step(FrmEmulator emulator, long time) { float elapsed = time - run_startTime; if (elapsed > duration) { elapsed = duration; } TLayer layer = sequence.animation.layer; if (layer is TActor) { TActor target = (TActor)layer; float t = run_easingFunction.ease(easingType, easingMode, duration, elapsed, 0, 1); target.position = bezier(t); } return(base.step(emulator, time)); }