Detailed Description

A single instance of an SPA animation. It's instanced like this so that the same animation can be played back multiple times at once; the instance keeps track of which frame the animation is currently at.

Public Member Functions

 SPAInstance (SPA animation)
 Creates a new playable instance of the given SPA animation. More...
 
void Update ()
 Advances the animation. Different animations may be at different frame rates, so this regulates the frame rate too. More...
 
void Stop ()
 Stops this instance. If you continue to display it after this is called, the animation will appear frozen on the last frame. More...
 

Public Attributes

bool Done
 True if the animation is over. More...
 
int AtFrame
 Which frame ID we're up to in the current sprite. More...
 
SPA Animation
 The animation this instance belongs to. More...
 
bool Loop =true
 True if this animation should loop. More...
 
int OverallFrame
 The frame ID in the overall animation. More...
 
float FrameDelay
 How long to wait before advancing the frame, in seconds. More...
 
float CurrentDelay
 How long we've waited so far since the frame was last advanced. More...
 
SPASprite CurrentSprite
 The current sprite we're using. Contains the graphic itself. More...
 
Material AnimatedMaterial
 The material this instance is using. More...
 
SPAInstance InstanceAfter
 Currently playing instances are stored in a linked list. This is the instance in the list after this one. PowerUI.SPA.FirstInstance More...
 
SPAInstance InstanceBefore
 Currently playing instances are stored in a linked list. This is theinstance in the list before this one. PowerUI.SPA.FirstInstance More...
 

Private Member Functions

void SetSprite (int index)
 Sets the sprite with the given ID as the active one. More...
 

Constructor & Destructor Documentation

PowerUI.SPAInstance.SPAInstance ( SPA  animation)
inline

Creates a new playable instance of the given SPA animation.

Member Function Documentation

void PowerUI.SPAInstance.SetSprite ( int  index)
inlineprivate

Sets the sprite with the given ID as the active one.

Parameters
indexThe ID of the sprite.
void PowerUI.SPAInstance.Stop ( )
inline

Stops this instance. If you continue to display it after this is called, the animation will appear frozen on the last frame.

void PowerUI.SPAInstance.Update ( )
inline

Advances the animation. Different animations may be at different frame rates, so this regulates the frame rate too.

Member Data Documentation

Material PowerUI.SPAInstance.AnimatedMaterial

The material this instance is using.

SPA PowerUI.SPAInstance.Animation

The animation this instance belongs to.

int PowerUI.SPAInstance.AtFrame

Which frame ID we're up to in the current sprite.

float PowerUI.SPAInstance.CurrentDelay

How long we've waited so far since the frame was last advanced.

SPASprite PowerUI.SPAInstance.CurrentSprite

The current sprite we're using. Contains the graphic itself.

bool PowerUI.SPAInstance.Done

True if the animation is over.

float PowerUI.SPAInstance.FrameDelay

How long to wait before advancing the frame, in seconds.

SPAInstance PowerUI.SPAInstance.InstanceAfter

Currently playing instances are stored in a linked list. This is the instance in the list after this one. PowerUI.SPA.FirstInstance

SPAInstance PowerUI.SPAInstance.InstanceBefore

Currently playing instances are stored in a linked list. This is theinstance in the list before this one. PowerUI.SPA.FirstInstance

bool PowerUI.SPAInstance.Loop =true

True if this animation should loop.

int PowerUI.SPAInstance.OverallFrame

The frame ID in the overall animation.