void Update() { if (!Application.isPlaying || !m_animation_manager.Playing) { return; } m_animation_manager.UpdateAnimation(); TextFxMarkAsChanged(); }
void Update() { if (!Application.isPlaying || !m_animation_manager.Playing) { return; } m_animation_manager.UpdateAnimation(); // Call to update mesh rendering TextFxUpdateGeometry(); }
protected override void OnUpdate() { base.OnUpdate(); if (!Application.isPlaying || !m_animation_manager.Playing) { return; } m_animation_manager.UpdateAnimation(); TextFxMarkAsChanged(); }
void Update() { if (!Application.isPlaying || !m_animation_manager.Playing) { return; } if (m_animation_manager.UpdateAnimation() == false) { // Animation has ended. Populate forced_state_verts with end state SetForcedStateVerts(m_animation_manager.MeshVerts, m_animation_manager.MeshColours); } // Call to update mesh rendering UpdateGeometry(); }
public static void UpdateManager(TextFxAnimationManager animationManager) { if (animationManager.PreviewingAnimationInEditor && !animationManager.PreviewAnimationPaused) { if (animationManager == null) { animationManager.PreviewingAnimationInEditor = false; return; } if (!animationManager.UpdateAnimation() && animationManager.ParticleEffectManagers.Count == 0) { animationManager.PreviewingAnimationInEditor = false; } animationManager.AnimationInterface.UpdateTextFxMesh(); if (animationManager.ParticleEffectManagers.Count > 0) { SceneView.RepaintAll(); } } }