Пример #1
0
 private void RaiseFinishedAnimating()
 {
     if (FinishedAnimating != null)
     {
         FinishedAnimating.Invoke(this);
     }
 }
Пример #2
0
 protected void RaiseFinishedAnimating()
 {
     if (FinishedAnimating != null)
     {
         FinishedAnimating.Invoke();
     }
     else
     {
         Debug.LogError("The brickModel should be listened to");
     }
 }
Пример #3
0
        void Update()
        {
            float completion = -1;

            switch (state)
            {
            case State.IDLE:
                completion = -1;
                break;

            case State.WAITING_FOR_ANIMATION:
                CheckTime(State.ANIMATING);
                break;

            case State.WAITING_FOR_REVERSEANIMATION:
                CheckTime(State.REVERSEANIMATING);
                break;

            case State.ANIMATING:
                completion = GetAnimationCompletion();
                break;

            case State.REVERSEANIMATING:
                completion = 1 - GetAnimationCompletion();
                break;

            default:
                completion = -1;
                break;
            }
            if (completion == -1)
            {
                return;
            }
            else if (completion > 1 || completion < 0)
            {
                FinishAnimation();
                if (FinishedAnimating != null)
                {
                    FinishedAnimating.Invoke(this);
                }
            }
            else
            {
                Animate(completion);
                lastCompletion = GetAnimationCompletion();
            }
        }
Пример #4
0
 internal virtual void RaiseFinishedAnimating()
 {
     // Debug.Log(gameObject.name + "  RaiseFinished");
     FinishedAnimating.Invoke();
 }