/// <summary> /// Update the track and play any newly triggered items. /// </summary> /// <param name="time">The new running time.</param> /// <param name="deltaTime">The deltaTime since the last update call.</param> public override void UpdateTrack(float time, float deltaTime) { float elapsedTime = base.elapsedTime; base.elapsedTime = time; TimelineItem[] items = GetTimelineItems(); for (int i = 0; i < items.Length; i++) { CinemaAudio cinemaAudio = items[i] as CinemaAudio; if (cinemaAudio != null) { if (((elapsedTime < cinemaAudio.Firetime) || (elapsedTime <= 0f)) && (((base.elapsedTime >= cinemaAudio.Firetime)))) { cinemaAudio.Trigger(); } if ((base.elapsedTime > cinemaAudio.Firetime) && (base.elapsedTime <= (cinemaAudio.Firetime + cinemaAudio.Duration))) { float audioTime = time - cinemaAudio.Firetime; cinemaAudio.UpdateTime(audioTime, deltaTime); } if (((elapsedTime <= (cinemaAudio.Firetime + cinemaAudio.Duration)) && (base.elapsedTime > (cinemaAudio.Firetime + cinemaAudio.Duration)))) { cinemaAudio.End(); } } } }
/// <summary> /// Update the track and play any newly triggered items. /// </summary> /// <param name="time">The new running time.</param> /// <param name="deltaTime">The deltaTime since the last update call.</param> public override void UpdateTrack(float time, float deltaTime) { float elapsedTime = base.elapsedTime; base.elapsedTime = time; { var __array3 = GetTimelineItems(); var __arrayLength3 = __array3.Length; for (int __i3 = 0; __i3 < __arrayLength3; ++__i3) { var item = (TimelineItem)__array3[__i3]; { CinemaAudio cinemaAudio = item as CinemaAudio; if (cinemaAudio != null) { if (((elapsedTime < cinemaAudio.Firetime) || (elapsedTime <= 0f)) && (((base.elapsedTime >= cinemaAudio.Firetime)))) { cinemaAudio.Trigger(); } if ((base.elapsedTime > cinemaAudio.Firetime) && (base.elapsedTime <= (cinemaAudio.Firetime + cinemaAudio.Duration))) { float audioTime = time - cinemaAudio.Firetime; cinemaAudio.UpdateTime(audioTime, deltaTime); } if (((elapsedTime <= (cinemaAudio.Firetime + cinemaAudio.Duration)) && (base.elapsedTime > (cinemaAudio.Firetime + cinemaAudio.Duration)))) { cinemaAudio.End(); } } } } } }