/// <summary> /// Processes the animations of the projectile, /// call regularly in threadloop. /// </summary> /// <param name="Tick"></param> /// <param name="Span"></param> public void Tick(long Tick, long Span) { // update animation Animation.Tick(Tick, Span); // process possibly new appearance ProcessAppearance(); }
/// <summary> /// Processes the animations of the objects, /// call regularly in threadloop. /// May raise AppearanceChanged event. /// </summary> /// <param name="Tick"></param> /// <param name="Span"></param> public virtual void Tick(long Tick, long Span) { // update animation Animation.Tick(Tick, Span); // update suboverlay animations foreach (SubOverlay subOverlay in SubOverlays) { subOverlay.Animation.Tick(Tick, Span); } // possibly update appearancehash and raise event ProcessAppearance(); }
/// <summary> /// Processes the animations of the objects, /// call regularly in threadloop. /// May raise AppearanceChanged event. /// </summary> /// <param name="Tick"></param> /// <param name="Span"></param> public virtual void Tick(double Tick, double Span) { // apply next ObjectUpdate if there is one if (NextUpdate != null) { UpdateFromModel(NextUpdate, true); NextUpdate = null; } // update animation Animation.Tick(Tick, Span); // update suboverlay animations foreach (SubOverlay subOverlay in SubOverlays) { subOverlay.Animation.Tick(Tick, Span); } // possibly update appearancehash and raise event ProcessAppearance(); }