Game Development Reference
In-Depth Information
deltaTimeInSeconds * self.currentState_.rate_;
local timeStepped = (currentAnimTime + deltaTime);
while timeStepped >= currentAnimLength do
HandleCallbacks(self, self.currentState_.name_);
timeStepped = timeStepped - currentAnimLength;
end
StepAnimation(
self.currentState_.animation_,
deltaTimeInMillis,
self.currentState_.rate_);
end
end
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