Add() public static method

public static Add ( ISpriteAnimatable s ) : void
s ISpriteAnimatable
return void
Exemplo n.º 1
0
 protected void AddToAnimatedList()
 {
     if (this.animating || !Application.isPlaying || !base.gameObject.activeInHierarchy)
     {
         return;
     }
     this.animating = true;
     SpriteAnimationPump.Add(this);
 }
Exemplo n.º 2
0
    // Adds the sprite to the list of currently
    // animating sprites:
    protected override void AddToAnimatedList()
    {
        // Check to see if the coroutine is running,
        // and if not, start it:
        //      if (!SpriteAnimationPump.pumpIsRunning)
        //          SpriteAnimationPump.Instance.StartAnimationPump();

        // If we're already animating, then we're
        // already in the list, no need to add again.
        // Also, if we're inactive, also don't add:
        if (animating || !Application.isPlaying || !gameObject.active)
        {
            return;
        }

        animating = true;
        SpriteAnimationPump.Add(this);
    }
Exemplo n.º 3
0
    // Adds the sprite to the list of currently
    // animating sprites:
    protected override void AddToAnimatedList()
    {
        // Check to see if the coroutine is running,
        // and if not, start it:
        //      if (!SpriteAnimationPump.pumpIsRunning)
        //          SpriteAnimationPump.Instance.StartAnimationPump();

        // If we're already animating, then we're
        // already in the list, no need to add again.
        // Also, if we're inactive, also don't add:
#if UNITY_4_0 || UNITY_4_1 || UNITY_4_2 || UNITY_4_3 || UNITY_4_4 || UNITY_4_5 || UNITY_4_6 || UNITY_4_7 || UNITY_4_8 || UNITY_4_9
        if (animating || !Application.isPlaying || !gameObject.activeInHierarchy)
#else
        if (animating || !Application.isPlaying || !gameObject.active)
#endif
        { return; }

        animating          = true;
        currentlyAnimating = true;
        SpriteAnimationPump.Add(this);
    }