/**
* The MIT License (MIT)
*
* Copyright (c) 2012-2017 DragonBones team and other contributors
*
* Permission is hereby granted, free of charge, to any person obtaining a copy of
* this software and associated documentation files (the "Software"), to deal in
* the Software without restriction, including without limitation the rights to
* use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
* the Software, and to permit persons to whom the Software is furnished to do so,
* subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in all
* copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
* FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
* COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
* IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
using System;
using System.Collections.Generic;
namespace DragonBones
{
///
/// - Worldclock provides clock support for animations, advance time for each IAnimatable object added to the instance.
///
///
///
/// DragonBones 3.0
/// en_US
///
/// - WorldClock 对动画提供时钟支持,为每个加入到该实例的 IAnimatable 对象更新时间。
///
///
///
/// DragonBones 3.0
/// zh_CN
public class WorldClock : IAnimatable
{
///
/// - Current time. (In seconds)
///
/// DragonBones 3.0
/// en_US
///
/// - 当前的时间。 (以秒为单位)
///
/// DragonBones 3.0
/// zh_CN
public float time = 0.0f;
///
/// - The play speed, used to control animation speed-shift play.
/// [0: Stop play, (0~1): Slow play, 1: Normal play, (1~N): Fast play]
///
/// 1.0
/// DragonBones 3.0
/// en_US
///
/// - 播放速度,用于控制动画变速播放。
/// [0: 停止播放, (0~1): 慢速播放, 1: 正常播放, (1~N): 快速播放]
///
/// 1.0
/// DragonBones 3.0
/// zh_CN
public float timeScale = 1.0f;
private float _systemTime = 0.0f;
private readonly List _animatebles = new List();
private WorldClock _clock = null;
///
/// - Creating a Worldclock instance. Typically, you do not need to create Worldclock instance.
/// When multiple Worldclock instances are running at different speeds, can achieving some specific animation effects, such as bullet time.
///
/// DragonBones 3.0
/// en_US
///
/// - 创建一个 WorldClock 实例。通常并不需要创建 WorldClock 实例。
/// 当多个 WorldClock 实例使用不同的速度运行时,可以实现一些特殊的动画效果,比如子弹时间等。
///
/// DragonBones 3.0
/// zh_CN
public WorldClock(float time = -1.0f)
{
this.time = time;
this._systemTime = DateTime.Now.Ticks * 0.01f * 0.001f;
}
///
/// - Advance time for all IAnimatable instances.
///
/// - Passed time. [-1: Automatically calculates the time difference between the current frame and the previous frame, [0~N): Passed time] (In seconds)
/// DragonBones 3.0
/// en_US
///
/// - 为所有的 IAnimatable 实例更新时间。
///
/// - 前进的时间。 [-1: 自动计算当前帧与上一帧的时间差, [0~N): 前进的时间] (以秒为单位)
/// DragonBones 3.0
/// zh_CN
public void AdvanceTime(float passedTime)
{
if (float.IsNaN(passedTime))
{
passedTime = 0.0f;
}
var currentTime = DateTime.Now.Ticks * 0.01f * 0.001f;
if (passedTime < 0.0f)
{
passedTime = currentTime - this._systemTime;
}
this._systemTime = currentTime;
if (this.timeScale != 1.0f)
{
passedTime *= this.timeScale;
}
if (passedTime == 0.0f)
{
return;
}
if (passedTime < 0.0f)
{
this.time -= passedTime;
}
else
{
this.time += passedTime;
}
int i = 0, r = 0, l = _animatebles.Count;
for (; i < l; ++i)
{
var animateble = _animatebles[i];
if (animateble != null)
{
if (r > 0)
{
_animatebles[i - r] = animateble;
_animatebles[i] = null;
}
animateble.AdvanceTime(passedTime);
}
else
{
r++;
}
}
if (r > 0)
{
l = _animatebles.Count;
for (; i < l; ++i)
{
var animateble = _animatebles[i];
if (animateble != null)
{
_animatebles[i - r] = animateble;
}
else
{
r++;
}
}
_animatebles.ResizeList(l - r, null);
}
}
///
/// - Check whether contains a specific instance of IAnimatable.
///
/// - The IAnimatable instance.
/// DragonBones 3.0
/// en_US
///
/// - 检查是否包含特定的 IAnimatable 实例。
///
/// - IAnimatable 实例。
/// DragonBones 3.0
/// zh_CN
public bool Contains(IAnimatable value)
{
if (value == this)
{
return false;
}
IAnimatable ancestor = value;
while (ancestor != this && ancestor != null)
{
ancestor = ancestor.clock;
}
return ancestor == this;
}
///
/// - Add IAnimatable instance.
///
/// - The IAnimatable instance.
/// DragonBones 3.0
/// en_US
///
/// - 添加 IAnimatable 实例。
///
/// - IAnimatable 实例。
/// DragonBones 3.0
/// zh_CN
public void Add(IAnimatable value)
{
if (value != null && !_animatebles.Contains(value))
{
_animatebles.Add(value);
value.clock = this;
}
}
///
/// - Removes a specified IAnimatable instance.
///
/// - The IAnimatable instance.
/// DragonBones 3.0
/// en_US
///
/// - 移除特定的 IAnimatable 实例。
///
/// - IAnimatable 实例。
/// DragonBones 3.0
/// zh_CN
public void Remove(IAnimatable value)
{
var index = _animatebles.IndexOf(value);
if (index >= 0)
{
_animatebles[index] = null;
value.clock = null;
}
}
///
/// - Clear all IAnimatable instances.
///
/// DragonBones 3.0
/// en_US
///
/// - 清除所有的 IAnimatable 实例。
///
/// DragonBones 3.0
/// zh_CN
public void Clear()
{
for (int i = 0, l = _animatebles.Count; i < l; ++i)
{
var animateble = _animatebles[i];
_animatebles[i] = null;
if (animateble != null)
{
animateble.clock = null;
}
}
}
///
/// - Deprecated, please refer to {@link dragonBones.BaseFactory#clock}.
///
/// en_US
///
/// - 已废弃,请参考 {@link dragonBones.BaseFactory#clock}。
///
/// zh_CN
[System.Obsolete("")]
///
public WorldClock clock
{
get { return _clock; }
set
{
if (_clock == value)
{
return;
}
if (_clock != null)
{
_clock.Remove(this);
}
_clock = value;
if (_clock != null)
{
_clock.Add(this);
}
}
}
}
}