Exemplo n.º 1
0
        /// <summary>
        /// Update this track since the last frame.
        /// </summary>
        /// <param name="time">The new running time.</param>
        /// <param name="deltaTime">The deltaTime since last update.</param>
        public override void UpdateTrack(float time, float deltaTime)
        {
            float previousTime = base.elapsedTime;

            base.UpdateTrack(time, deltaTime);

            //GetActors(ref _actorList);

            List <TimelineItem> items = GetAllTimelineItems();

            for (int i = 0; i < items.Count; i++)
            {
                // Check if it is an actor event.
                CinemaActorEvent cinemaEvent = items[i] as CinemaActorEvent;
                if (cinemaEvent != null)
                {
                    if ((previousTime < cinemaEvent.Firetime && time >= cinemaEvent.Firetime) || (cinemaEvent.Firetime == 0f && previousTime <= cinemaEvent.Firetime && time > cinemaEvent.Firetime))
                    {
                        for (int j = 0; j < _actorList.Count; j++)
                        {
                            if (_actorList[j] != null)
                            {
                                cinemaEvent.Trigger(_actorList[j].gameObject);
                            }
                        }
                    }
                    else if (previousTime >= cinemaEvent.Firetime && base.elapsedTime <= cinemaEvent.Firetime)
                    {
                        for (int j = 0; j < _actorList.Count; j++)
                        {
                            if (_actorList[j] != null)
                            {
                                cinemaEvent.Reverse(_actorList[j].gameObject);
                            }
                        }
                    }
                }

                CinemaActorAction action = items[i] as CinemaActorAction;
                if (action != null)
                {
                    var actionScene = action.GetCutScene();
                    if (((previousTime < action.Firetime || previousTime <= 0f) && base.elapsedTime >= action.Firetime) && base.elapsedTime < action.EndTime)
                    {
                        for (int j = 0; j < _actorList.Count; j++)
                        {
                            if (_actorList[j] != null)
                            {
                                action.Trigger(_actorList[j].gameObject);
                            }
                        }
                    }
                    else if (previousTime <= action.EndTime && base.elapsedTime >= action.EndTime)
                    {
                        for (int j = 0; j < _actorList.Count; j++)
                        {
                            if (_actorList[j] != null)
                            {
                                action.End(_actorList[j].gameObject);
                            }
                        }
                    }
                    else if (previousTime >= action.Firetime && previousTime < action.EndTime && base.elapsedTime <= action.Firetime)
                    {
                        for (int j = 0; j < _actorList.Count; j++)
                        {
                            if (_actorList[j] != null)
                            {
                                action.ReverseTrigger(_actorList[j].gameObject);
                            }
                        }
                    }
                    else if (((previousTime > action.EndTime || (actionScene != null && previousTime >= actionScene.Duration)) && (base.elapsedTime > action.Firetime) && (base.elapsedTime <= action.EndTime)))
                    {
                        for (int j = 0; j < _actorList.Count; j++)
                        {
                            if (_actorList[j] != null)
                            {
                                action.ReverseEnd(_actorList[j].gameObject);
                            }
                        }
                    }
                    else if ((base.elapsedTime > action.Firetime) && (base.elapsedTime <= action.EndTime))
                    {
                        for (int j = 0; j < _actorList.Count; j++)
                        {
                            if (_actorList[j] != null)
                            {
                                float runningTime = time - action.Firetime;
                                action.UpdateTime(_actorList[j].gameObject, runningTime, deltaTime);
                            }
                        }
                    }
                }
            }
        }