private void NewKey(SceneAnimationKeyFrame key) { _currentAnimationKeyFrame = key; if (_currentAnimationKeyFrame.FrameType == KeyFrameType.Movement) { calcDelta(); } }
private void EndAnimation() { _keyFrame = 0; _currentFrame = 0; _currentAnimationKeyFrame = null; _cycles = 0; AnimationQueue.Clear(); _keyAdvancementForward = true; _currentAnimation = null; }
private void ResetState() { _keyFrame = 0; _currentFrame = 0; _currentAnimationKeyFrame = null; completed = false; _cycles = 0; AnimationQueue.Clear(); _keyAdvancementForward = true; }
public SceneObjectAnimator(SceneObject obj) { _keyFrame = 0; _currentFrame = 0; _currentAnimationKeyFrame = null; completed = false; SceneObject = obj; _cycles = 0; Animations = new Dictionary <string, SceneAnimation>(); AnimationQueue = new Queue <string>(); State = AnimationState.Off; _keyAdvancementForward = true; }