Game Development Reference
In-Depth Information
self.currentTransition_ = transition;
self.transitionStartTime_ =
currentTimeInSeconds;
InitializeAnimation(
self.nextState_.animation_,
transition.blendInWindow_);
end
else
if ((currentAnimTime + deltaTimeInSeconds)
>=
currentAnimLength) then
ClearAnimation(self.currentState_.animation_);
InitializeAnimation(self.nextState_.animation_);
self.currentState_ = self.nextState_;
self.nextState_ = nil;
end
end
end
end
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