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allow sprite animations to be updated by a time span
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2 changed files with 15 additions and 6 deletions
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@ -112,13 +112,17 @@ namespace MLEM.Animations {
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/// </summary>
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/// </summary>
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/// <param name="time">The game's time</param>
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/// <param name="time">The game's time</param>
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public void Update(GameTime time) {
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public void Update(GameTime time) {
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this.SetTime(this.TimeIntoAnimation + time.ElapsedGameTime.TotalSeconds * this.SpeedMultiplier);
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this.Update(time.ElapsedGameTime);
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}
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}
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internal void SetTime(double totalTime) {
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/// <summary>
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/// Updates this animation, causing <see cref="TimeIntoAnimation"/> to be increased and the <see cref="CurrentFrame"/> to be updated.
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/// </summary>
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/// <param name="elapsed">The amount of time that has passed</param>
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public void Update(TimeSpan elapsed) {
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if (this.IsFinished || this.IsPaused)
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if (this.IsFinished || this.IsPaused)
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return;
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return;
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this.TimeIntoAnimation = totalTime;
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this.TimeIntoAnimation += elapsed.TotalSeconds * this.SpeedMultiplier;
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if (this.TimeIntoAnimation >= this.TotalTime) {
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if (this.TimeIntoAnimation >= this.TotalTime) {
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if (!this.IsLooping) {
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if (!this.IsLooping) {
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this.IsFinished = true;
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this.IsFinished = true;
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@ -62,11 +62,16 @@ namespace MLEM.Animations {
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return this;
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return this;
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}
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}
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/// <inheritdoc cref="SpriteAnimation.Update"/>
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/// <inheritdoc cref="SpriteAnimation.Update(GameTime)"/>
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public void Update(GameTime time) {
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public void Update(GameTime time) {
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this.Update(time.ElapsedGameTime);
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}
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/// <inheritdoc cref="SpriteAnimation.Update(TimeSpan)"/>
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public void Update(TimeSpan elapsed) {
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this.FindAnimationToPlay();
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this.FindAnimationToPlay();
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if (this.CurrAnimation != null)
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if (this.CurrAnimation != null)
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this.CurrAnimation.Animation.Update(time);
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this.CurrAnimation.Animation.Update(elapsed);
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}
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}
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/// <summary>
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/// <summary>
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