Made delta time easier to customize.

This commit is contained in:
NathanSweet 2013-10-21 10:54:25 +02:00
parent 6be3dbb7ed
commit 03610fcaad
4 changed files with 13 additions and 13 deletions

View File

@ -66,12 +66,12 @@ public class SkeletonAnimation : SkeletonComponent {
if (_animationName != null && _animationName.Length > 0) state.SetAnimation(0, _animationName, loop);
}
override public void UpdateSkeleton () {
override public void UpdateSkeleton (float deltaTime) {
// Apply the animation.
state.Update(Time.deltaTime * timeScale);
state.Update(deltaTime * timeScale);
state.Apply(skeleton);
// Call overridden method to call skeleton Update and UpdateWorldTransform.
base.UpdateSkeleton();
base.UpdateSkeleton(deltaTime);
}
}

View File

@ -91,8 +91,8 @@ public class SkeletonComponent : MonoBehaviour {
return mesh;
}
public virtual void UpdateSkeleton () {
skeleton.Update(Time.deltaTime * timeScale);
public virtual void UpdateSkeleton (float deltaTime) {
skeleton.Update(deltaTime * timeScale);
skeleton.UpdateWorldTransform();
}
@ -113,7 +113,7 @@ public class SkeletonComponent : MonoBehaviour {
if (skeleton == null || skeleton.Data != skeletonData)
Initialize();
UpdateSkeleton();
UpdateSkeleton(Time.deltaTime);
// Count quads and submeshes.
int quadCount = 0, submeshQuadCount = 0;

View File

@ -66,12 +66,12 @@ public class SkeletonAnimation : SkeletonComponent {
if (_animationName != null && _animationName.Length > 0) state.SetAnimation(0, _animationName, loop);
}
override public void UpdateSkeleton () {
override public void UpdateSkeleton (float deltaTime) {
// Apply the animation.
state.Update(Time.deltaTime * timeScale);
state.Update(deltaTime * timeScale);
state.Apply(skeleton);
// Call overridden method to call skeleton Update and UpdateWorldTransform.
base.UpdateSkeleton();
base.UpdateSkeleton(deltaTime);
}
}

View File

@ -90,9 +90,9 @@ public class SkeletonComponent : MonoBehaviour {
mesh.MarkDynamic();
return mesh;
}
public virtual void UpdateSkeleton () {
skeleton.Update(Time.deltaTime * timeScale);
public virtual void UpdateSkeleton (float deltaTime) {
skeleton.Update(deltaTime * timeScale);
skeleton.UpdateWorldTransform();
}
@ -113,7 +113,7 @@ public class SkeletonComponent : MonoBehaviour {
if (skeleton == null || skeleton.Data != skeletonData)
Initialize();
UpdateSkeleton();
UpdateSkeleton(Time.deltaTime);
// Count quads and submeshes.
int quadCount = 0, submeshQuadCount = 0;