/// <summary> /// Initialize an animation set suitable for use with this mesh. /// </summary> /// <remarks> /// Only recommended for use inside the engine, not by applications. /// </remarks> /// <param name="animSet"></param> public virtual void InitAnimationState(AnimationStateSet animSet) { animSet.RemoveAllAnimationStates(); foreach (var anim in this.animationList.Values) { animSet.CreateAnimationState(anim.Name, 0, anim.Length); } }
/// <summary> /// Initialise an animation set suitable for use with this mesh. /// </summary> /// <remarks> /// Only recommended for use inside the engine, not by applications. /// </remarks> /// <param name="animSet"></param> public virtual void InitAnimationState(AnimationStateSet animSet) { animSet.RemoveAllAnimationStates(); // loop through all the internal animations and add new animation states to the passed in // collection for (int i = 0; i < animationList.Count; i++) { Animation anim = animationList[i]; animSet.CreateAnimationState(anim.Name, 0, anim.Length); } }
/// <summary> /// Initialize an animation set suitable for use with this mesh. /// </summary> /// <remarks> /// Only recommended for use inside the engine, not by applications. /// </remarks> /// <param name="animSet"></param> public virtual void InitAnimationState( AnimationStateSet animSet ) { animSet.RemoveAllAnimationStates(); foreach ( var anim in this.animationList.Values ) { animSet.CreateAnimationState( anim.Name, 0, anim.Length ); } }
/// <summary> /// Initialise an animation set suitable for use with this mesh. /// </summary> /// <remarks> /// Only recommended for use inside the engine, not by applications. /// </remarks> /// <param name="animSet"></param> public virtual void InitAnimationState(AnimationStateSet animSet) { animSet.RemoveAllAnimationStates(); // loop through all the internal animations and add new animation states to the passed in // collection for(int i = 0; i < animationList.Count; i++) { Animation anim = animationList[i]; animSet.CreateAnimationState(anim.Name, 0, anim.Length); } }