public bool IsFinalized() { if (child == null) { return(animation.IsFinalized() || movement.IsFinalized()); } return(child.IsFinalized() && (animation.IsFinalized() || movement.IsFinalized())); }
public virtual void Update(float passedTime) { AnimatedMovement action = currentActions.Peek(); if (action.IsFinalized()) { RemoveActualAnimatedMovement(); } action.Update(passedTime); }
override public void Update(float passedTime) { AnimatedMovement action = currentMovements.Peek(); if (action.IsFinalized()) { currentMovements.Dequeue(); if (currentMovements.Count == 0) { AddAnimatedMovement(AnimationType.Static); } currentMovements.Peek().Movement.Origin = action.Movement.Position; action = currentMovements.Peek(); action.Animation.Start(); } action.Movement.Update(passedTime); action.Animation.Position = action.Movement.Position; action.Animation.Update(passedTime); }