mirror of
https://github.com/Ellpeck/MLEM.git
synced 2024-11-22 20:58:34 +01:00
allowed to set a speed multiplier for animations
This commit is contained in:
parent
cba644e300
commit
1ec8416ab7
3 changed files with 10 additions and 3 deletions
|
@ -28,6 +28,7 @@ namespace MLEM.Animations {
|
||||||
public double TimeIntoAnimation { get; private set; }
|
public double TimeIntoAnimation { get; private set; }
|
||||||
public bool IsFinished { get; private set; }
|
public bool IsFinished { get; private set; }
|
||||||
public string Name;
|
public string Name;
|
||||||
|
public float SpeedMultiplier = 1;
|
||||||
|
|
||||||
public bool IsLooping = true;
|
public bool IsLooping = true;
|
||||||
public Completed OnCompleted;
|
public Completed OnCompleted;
|
||||||
|
@ -48,10 +49,10 @@ namespace MLEM.Animations {
|
||||||
}
|
}
|
||||||
|
|
||||||
public void Update(GameTime time) {
|
public void Update(GameTime time) {
|
||||||
this.SetTime(this.TimeIntoAnimation + time.ElapsedGameTime.TotalSeconds);
|
this.SetTime(this.TimeIntoAnimation + time.ElapsedGameTime.TotalSeconds * this.SpeedMultiplier);
|
||||||
}
|
}
|
||||||
|
|
||||||
public void SetTime(double totalTime) {
|
internal void SetTime(double totalTime) {
|
||||||
if (this.IsFinished || this.IsPaused)
|
if (this.IsFinished || this.IsPaused)
|
||||||
return;
|
return;
|
||||||
this.TimeIntoAnimation = totalTime;
|
this.TimeIntoAnimation = totalTime;
|
||||||
|
|
|
@ -24,6 +24,12 @@ namespace MLEM.Animations {
|
||||||
public TextureRegion CurrentRegion => this.CurrentAnimation?.CurrentRegion;
|
public TextureRegion CurrentRegion => this.CurrentAnimation?.CurrentRegion;
|
||||||
public AnimationChanged OnAnimationChanged;
|
public AnimationChanged OnAnimationChanged;
|
||||||
private bool isDirty;
|
private bool isDirty;
|
||||||
|
public float SpeedMultiplier {
|
||||||
|
set {
|
||||||
|
foreach (var anim in this.animations)
|
||||||
|
anim.Animation.SpeedMultiplier = value;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
public SpriteAnimationGroup Add(SpriteAnimation anim, Func<bool> condition, int priority = 0) {
|
public SpriteAnimationGroup Add(SpriteAnimation anim, Func<bool> condition, int priority = 0) {
|
||||||
this.animations.Add(new ConditionedAnimation(anim, condition, priority));
|
this.animations.Add(new ConditionedAnimation(anim, condition, priority));
|
||||||
|
|
|
@ -108,7 +108,7 @@ namespace MLEM.Formatting {
|
||||||
currStyle = code.Style;
|
currStyle = code.Style;
|
||||||
break;
|
break;
|
||||||
case FormattingCode.Type.Icon:
|
case FormattingCode.Type.Icon:
|
||||||
code.Icon.SetTime(timeIntoAnimation.TotalSeconds % code.Icon.TotalTime);
|
code.Icon.SetTime(timeIntoAnimation.TotalSeconds * code.Icon.SpeedMultiplier % code.Icon.TotalTime);
|
||||||
batch.Draw(code.Icon.CurrentRegion, new RectangleF(pos + innerOffset, new Vector2(regularFont.LineHeight * scale)), color, 0, Vector2.Zero, SpriteEffects.None, depth);
|
batch.Draw(code.Icon.CurrentRegion, new RectangleF(pos + innerOffset, new Vector2(regularFont.LineHeight * scale)), color, 0, Vector2.Zero, SpriteEffects.None, depth);
|
||||||
break;
|
break;
|
||||||
case FormattingCode.Type.Animation:
|
case FormattingCode.Type.Animation:
|
||||||
|
|
Loading…
Reference in a new issue