Пример #1
0
        /// <summary>
        ///     Updates this instance.
        /// </summary>
        /// <param name="deltaTime">
        ///     The amount of time, in seconds, that have passed since
        ///     the last update.  Usually gathered from GameTime.ElapsedTime.TotalSeconds
        /// </param>
        public override void Update(float deltaTime)
        {
            if (Animating && !Paused)
            {
                //  Using an epsilon of 0.0001 to check for equality between
                //  the FrameTimer (double) and duration (float).  This is to handle
                //  edge cases where precision loss in the float may cause this to
                //  skip.
                if (Math.Abs(FrameTimer - CurrentFrame.Duration) < 0.0001)
                {
                    //  We're at the beginning of the frame so invoke the
                    //  Action
                    OnFrameBegin?.Invoke();
                }

                //  Decrement the frame timer
                FrameTimer -= deltaTime;

                //  Check if we need to move on to the next frame
                if (FrameTimer <= 0)
                {
                    AdvanceFrame();
                }
            }
        }
Пример #2
0
        /// <summary>
        ///     Updates this
        /// </summary>
        /// <param name="deltaTime">
        ///     The amount of time, in seconds, that have passed since
        ///     the last update.  Usually gathered from GameTime.ElapsedTime.TotalSeconds
        /// </param>
        public override void Update(float deltaTime)
        {
            if (Animating)
            {
                //  Using an epsilon of 0.0001 to check for equality between
                //  the Framtimer (double) and duration (float).  This is to handle
                //  edge cases where precision loss in the float may cause this to
                //  skip.
                if (Math.Abs(FrameTimer - CurrentFrame.duration) < 0.0001)
                {
                    //  We're at the beginning of the frame so invoke the
                    //  Action
                    OnFrameBegin?.Invoke();
                }

                //  Decrement the frame timer
                FrameTimer -= deltaTime;

                //  Check if we need to move on to the next frame
                if (FrameTimer <= 0)
                {
                    //  We're now at the end of a frame, so invoke the action
                    OnFrameEnd?.Invoke();

                    //  Increment the frame index
                    CurrentFrameIndex += 1;

                    //  Check that we are still within the bounds of the animations frames
                    if (CurrentFrameIndex > CurrentAnimation.to)
                    {
                        //  Loop back to the beginning of the animations frame
                        CurrentFrameIndex = CurrentAnimation.from;

                        //  Since we looped, invoke the loop aciton
                        OnAnimationLoop?.Invoke();
                    }

                    //  Set the CurrentFrame
                    CurrentFrame = _animationDefinition.Frames[CurrentFrameIndex];

                    //  Set the Duration
                    FrameTimer = (double)CurrentFrame.duration;
                }
            }
        }