/// <inheritdoc /> public override void Update(float deltaTime) { base.Update(deltaTime); // Check if temporary asset need to be updated if (_tmpSceneAnimationIsDirty) { // Clear flag _tmpSceneAnimationIsDirty = false; // Update RefreshTempAsset(); } // Check if need to load timeline if (_isWaitingForTimelineLoad && _asset.IsLoaded) { // Clear flag _isWaitingForTimelineLoad = false; // Load timeline data from the asset _timeline.Load(_asset); // Setup _timeline.Enabled = true; ClearEditedFlag(); } }
/// <inheritdoc /> public override void Update(float deltaTime) { base.Update(deltaTime); // Check if temporary asset need to be updated if (_tmpSceneAnimationIsDirty) { // Clear flag _tmpSceneAnimationIsDirty = false; // Update RefreshTempAsset(); } // Check if need to load timeline if (_isWaitingForTimelineLoad && _asset.IsLoaded) { // Clear flag _isWaitingForTimelineLoad = false; // Load timeline data from the asset _timeline.Load(_asset); // Setup _timeline.Enabled = true; ClearEditedFlag(); } // Try to reassign the player if (_timeline.Player == null && _cachedPlayerId != Guid.Empty) { var obj = Object.TryFind <SceneAnimationPlayer>(ref _cachedPlayerId); if (obj) { _cachedPlayerId = Guid.Empty; if (obj.Animation == OriginalAsset) { _timeline.Player = obj; } } } }