示例#1
0
 public override void started(float timelineTime, Clock clock)
 {
     startTranslation = this.PropSimObject.Translation;
     startRotation    = this.PropSimObject.Rotation;
     finished         = false;
     propBehavior     = PropSimObject.getElement(PropFactory.FadeBehaviorName) as PropFadeBehavior;
 }
 private void destroyProp()
 {
     if (simObject != null && !KeepOpen && !currentlyEditing)
     {
         simObject.destroy();
         simObject = null;
         propFade  = null;
     }
 }
 private void makeProp()
 {
     if (simObject == null)
     {
         simObject = TimelineController.PropFactory.createProp(propType, translation, rotation);
         if (simObject != null)
         {
             propFade = simObject.getElement(PropFactory.FadeBehaviorName) as PropFadeBehavior;
         }
     }
 }
示例#4
0
 public override void skipTo(float timelineTime)
 {
     if (timelineTime <= EndTime)
     {
         started(timelineTime, null);
     }
     else
     {
         propBehavior = PropSimObject.getElement(PropFactory.FadeBehaviorName) as PropFadeBehavior;
         propBehavior.changePosition(endTranslation, endRotation);
         finished = true;
     }
 }
        public override void update(float timelineTime, Clock clock)
        {
            float endTime = StartTime + Duration;

            if (propFade != null && timelineTime > endTime - fadeDuration)
            {
                propFade.fade(0.0f, fadeDuration);
                propFade = null; //Null this out, we are done with it here.
            }
            sequencer.update(clock);
            if (Updated != null)
            {
                Updated.Invoke(timelineTime - StartTime);
            }
            finished = timelineTime > endTime;
        }
 public override void skipTo(float timelineTime)
 {
     propBehavior = PropSimObject.getElement(PropFactory.FadeBehaviorName) as PropFadeBehavior;
     if (timelineTime <= EndTime)
     {
         //Figure out how transparent we should be
         //This is pretty screwy right now, but whatever can fix later.
         if (Duration != 0.0f)
         {
             float partialFade = ((timelineTime - StartTime) / Duration) * transparency;
             propBehavior.CurrentTransparency += (transparency - propBehavior.CurrentTransparency) * partialFade;
         }
         propBehavior.fade(transparency, EndTime - timelineTime);
     }
     else
     {
         propBehavior.fade(transparency, 0.0f);
         finished = true;
     }
 }
 public override void started(float timelineTime, Clock clock)
 {
     finished     = false;
     propBehavior = PropSimObject.getElement(PropFactory.FadeBehaviorName) as PropFadeBehavior;
     propBehavior.fade(transparency, Duration);
 }