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allowed to set a speed multiplier for animations
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parent
cba644e300
commit
1ec8416ab7
3 changed files with 10 additions and 3 deletions
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@ -28,6 +28,7 @@ namespace MLEM.Animations {
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public double TimeIntoAnimation { get; private set; }
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public bool IsFinished { get; private set; }
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public string Name;
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public float SpeedMultiplier = 1;
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public bool IsLooping = true;
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public Completed OnCompleted;
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@ -48,10 +49,10 @@ namespace MLEM.Animations {
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}
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public void Update(GameTime time) {
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this.SetTime(this.TimeIntoAnimation + time.ElapsedGameTime.TotalSeconds);
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this.SetTime(this.TimeIntoAnimation + time.ElapsedGameTime.TotalSeconds * this.SpeedMultiplier);
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}
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public void SetTime(double totalTime) {
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internal void SetTime(double totalTime) {
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if (this.IsFinished || this.IsPaused)
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return;
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this.TimeIntoAnimation = totalTime;
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@ -24,6 +24,12 @@ namespace MLEM.Animations {
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public TextureRegion CurrentRegion => this.CurrentAnimation?.CurrentRegion;
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public AnimationChanged OnAnimationChanged;
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private bool isDirty;
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public float SpeedMultiplier {
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set {
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foreach (var anim in this.animations)
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anim.Animation.SpeedMultiplier = value;
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}
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}
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public SpriteAnimationGroup Add(SpriteAnimation anim, Func<bool> condition, int priority = 0) {
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this.animations.Add(new ConditionedAnimation(anim, condition, priority));
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@ -108,7 +108,7 @@ namespace MLEM.Formatting {
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currStyle = code.Style;
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break;
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case FormattingCode.Type.Icon:
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code.Icon.SetTime(timeIntoAnimation.TotalSeconds % code.Icon.TotalTime);
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code.Icon.SetTime(timeIntoAnimation.TotalSeconds * code.Icon.SpeedMultiplier % code.Icon.TotalTime);
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batch.Draw(code.Icon.CurrentRegion, new RectangleF(pos + innerOffset, new Vector2(regularFont.LineHeight * scale)), color, 0, Vector2.Zero, SpriteEffects.None, depth);
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break;
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case FormattingCode.Type.Animation:
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