/** * @private */ internal void _fadeIn( Armature armature, AnimationData clip, string animationName, uint playTimes, float position, float duration, float time, float timeScale, float fadeInTime, bool pausePlayhead ) { _armature = armature; _animationData = clip; _name = animationName; actionEnabled = stateActionEnabled; this.playTimes = playTimes; this.timeScale = timeScale; fadeTotalTime = fadeInTime; _position = position; _duration = duration; _time = time; _isPausePlayhead = pausePlayhead; if (fadeTotalTime <= 0.0f) { _fadeProgress = 0.999999f; } _timeline = BaseObject.BorrowObject <AnimationTimelineState>(); _timeline.FadeIn(_armature, this, _animationData, _time); _updateTimelineStates(); }
/** * @inheritDoc */ override protected void _onClear() { foreach (var boneTimelineState in _boneTimelines) { boneTimelineState.ReturnToPool(); } foreach (var slotTimelineState in _slotTimelines) { slotTimelineState.ReturnToPool(); } foreach (var ffdTimelineState in _ffdTimelines) { ffdTimelineState.ReturnToPool(); } if (_timeline != null) { _timeline.ReturnToPool(); } if (_zOrderTimeline != null) { _zOrderTimeline.ReturnToPool(); } displayControl = true; additiveBlending = false; actionEnabled = false; playTimes = 1; timeScale = 1.0f; weight = 1.0f; autoFadeOutTime = -1.0f; fadeTotalTime = 0.0f; _fadeState = 0; _layer = 0; _position = 0.0f; _duration = 0.0f; _weightResult = 0.0f; _fadeProgress = 0.0f; _group = null; _timeline = null; _isPlaying = true; _isPausePlayhead = false; _fadeTime = 0.0f; _time = 0.0f; _name = null; _armature = null; _animationData = null; _zOrderTimeline = null; _boneMask.Clear(); _boneTimelines.Clear(); _slotTimelines.Clear(); _ffdTimelines.Clear(); }
/** * @private */ override protected void _onClear() { for (int i = 0, l = _boneTimelines.Count; i < l; ++i) { _boneTimelines[i].ReturnToPool(); } for (int i = 0, l = _slotTimelines.Count; i < l; ++i) { _slotTimelines[i].ReturnToPool(); } for (int i = 0, l = _ffdTimelines.Count; i < l; ++i) { _ffdTimelines[i].ReturnToPool(); } if (_timeline != null) { _timeline.ReturnToPool(); } if (_zOrderTimeline != null) { _zOrderTimeline.ReturnToPool(); } displayControl = true; additiveBlending = false; actionEnabled = false; playTimes = 1; timeScale = 1.0f; weight = 1.0f; autoFadeOutTime = -1.0f; fadeTotalTime = 0.0f; _playheadState = 0; _fadeState = -1; _subFadeState = -1; _layer = 0; _position = 0.0f; _duration = 0.0f; _fadeTime = 0.0f; _time = 0.0f; _fadeProgress = 0.0f; _weightResult = 0.0f; _name = null; _group = null; _boneMask.Clear(); _boneTimelines.Clear(); _slotTimelines.Clear(); _ffdTimelines.Clear(); _animationData = null; _armature = null; _timeline = null; _zOrderTimeline = null; }
static int setCurrentTime(IntPtr L) { try { ToLua.CheckArgsCount(L, 2); DragonBones.AnimationTimelineState obj = (DragonBones.AnimationTimelineState)ToLua.CheckObject(L, 1, typeof(DragonBones.AnimationTimelineState)); float arg0 = (float)LuaDLL.luaL_checknumber(L, 2); obj.setCurrentTime(arg0); return(0); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e)); } }
override protected void _onClear() { _playState = -1; _currentPlayTimes = 0; _currentTime = -1.0f; _timelineData = null; _frameRate = 0; _keyFrameCount = 0; _frameCount = 0; _position = 0.0f; _duration = 0.0f; _animationDutation = 0.0f; _timeScale = 1.0f; _timeOffset = 0.0f; _currentFrame = null; _armature = null; _animationState = null; _mainTimeline = null; }
virtual public void _init(Armature armature, AnimationState animationState, M timelineData) { _armature = armature; _animationState = animationState; _timelineData = timelineData; _mainTimeline = _animationState._timeline; if (this == (object)_mainTimeline) { _mainTimeline = null; } _frameRate = _armature.armatureData.frameRate; _keyFrameCount = (uint)_timelineData.frames.Count; _frameCount = _animationState.animationData.frameCount; _position = _animationState._position; _duration = _animationState._duration; _animationDutation = _animationState.animationData.duration; _timeScale = _mainTimeline == null ? 1.0f : (1.0f / _timelineData.scale); _timeOffset = _mainTimeline == null ? 0.0f : _timelineData.offset; }
static int _CreateDragonBones_AnimationTimelineState(IntPtr L) { try { int count = LuaDLL.lua_gettop(L); if (count == 0) { DragonBones.AnimationTimelineState obj = new DragonBones.AnimationTimelineState(); ToLua.PushObject(L, obj); return(1); } else { return(LuaDLL.luaL_throw(L, "invalid arguments to ctor method: DragonBones.AnimationTimelineState.New")); } } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e)); } }
/** * @private */ internal void _init(Armature armature, AnimationData animationData, AnimationConfig animationConfig) { _armature = armature; _animationData = animationData; _name = !string.IsNullOrEmpty(animationConfig.name) ? animationConfig.name : animationConfig.animationName; actionEnabled = animationConfig.actionEnabled; additiveBlending = animationConfig.additiveBlending; displayControl = animationConfig.displayControl; playTimes = (uint)animationConfig.playTimes; timeScale = animationConfig.timeScale; fadeTotalTime = animationConfig.fadeInTime; autoFadeOutTime = animationConfig.autoFadeOutTime; weight = animationConfig.weight; if (animationConfig.pauseFadeIn) { _playheadState = 2; // 10 } else { _playheadState = 3; // 11 } _fadeState = -1; _subFadeState = -1; _layer = animationConfig.layer; _time = animationConfig.position; _group = animationConfig.group; if (animationConfig.duration < 0.0f) { _position = 0.0f; _duration = _animationData.duration; } else { _position = animationConfig.position; _duration = animationConfig.duration; } if (fadeTotalTime <= 0.0f) { _fadeProgress = 0.999999f; } if (animationConfig.boneMask.Count > 0) { DragonBones.ResizeList(_boneMask, animationConfig.boneMask.Count, null); for (int i = 0, l = _boneMask.Count; i < l; ++i) { _boneMask[i] = animationConfig.boneMask[i]; } } _timeline = BaseObject.BorrowObject <AnimationTimelineState>(); _timeline._init(_armature, this, _animationData); if (_animationData.zOrderTimeline != null) { _zOrderTimeline = BaseObject.BorrowObject <ZOrderTimelineState>(); _zOrderTimeline._init(_armature, this, _animationData.zOrderTimeline); } _updateTimelineStates(); }