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... | |
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inline |
Creates a new playable instance of the given SPA animation.
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inlineprivate |
Sets the sprite with the given ID as the active one.
| index | The ID of the sprite. |
|
inline |
Stops this instance. If you continue to display it after this is called, the animation will appear frozen on the last frame.
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inline |
Advances the animation. Different animations may be at different frame rates, so this regulates the frame rate too.
| 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.