public SpawnState(Spawn action, Node target) : base(action, target) { ActionOne = action.ActionOne; ActionTwo = action.ActionTwo; ActionStateOne = (FiniteTimeActionState)ActionOne.StartAction(target); ActionStateTwo = (FiniteTimeActionState)ActionTwo.StartAction(target); }
protected internal override void Step(float dt) { InnerActionState.Step(dt); if (InnerActionState.IsDone) { float diff = InnerActionState.Elapsed - InnerActionState.Duration; InnerActionState = (FiniteTimeActionState)InnerAction.StartAction(Target); InnerActionState.Step(0f); InnerActionState.Step(diff); } }
protected internal override void Step (float dt) { InnerActionState.Step (dt); if (InnerActionState.IsDone) { float diff = InnerActionState.Elapsed - InnerActionState.Duration; InnerActionState = (FiniteTimeActionState)InnerAction.StartAction (Target); InnerActionState.Step (0f); InnerActionState.Step (diff); } }
public ActionEaseState(ActionEase action, Node target) : base(action, target) { InnerActionState = (FiniteTimeActionState)action.InnerAction.StartAction(target); }
public SpawnState (Spawn action, Node target) : base (action, target) { ActionOne = action.ActionOne; ActionTwo = action.ActionTwo; ActionStateOne = (FiniteTimeActionState)ActionOne.StartAction (target); ActionStateTwo = (FiniteTimeActionState)ActionTwo.StartAction (target); }
public ReverseTimeState(ReverseTime action, Node target) : base(action, target) { Other = action.Other; OtherState = (FiniteTimeActionState)Other.StartAction(target); }
public ActionEaseState (ActionEase action, Node target) : base (action, target) { InnerActionState = (FiniteTimeActionState)action.InnerAction.StartAction (target); }
public ReverseTimeState (ReverseTime action, Node target) : base (action, target) { Other = action.Other; OtherState = (FiniteTimeActionState)Other.StartAction (target); }
public RepeatForeverState(RepeatForever action, Node target) : base(action, target) { InnerAction = action.InnerAction; InnerActionState = (FiniteTimeActionState)InnerAction.StartAction(target); }
public RepeatForeverState (RepeatForever action, Node target) : base (action, target) { InnerAction = action.InnerAction; InnerActionState = (FiniteTimeActionState)InnerAction.StartAction (target); }