// // Copyright (c) 2008-2014 the Urho3D project. // // 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. // #pragma once #include "ValueAnimationInfo.h" namespace Urho3D { class Animatable; /// Attribute animation instance, it include animation runtime information, when animation playing it will update the object's attribute value automatically. class URHO3D_API AttributeAnimationInstance : public ValueAnimationInfo { public: /// Construct. AttributeAnimationInstance(Animatable* animatable, const AttributeInfo& attributeInfo, ValueAnimation* attributeAnimation, WrapMode wrapMode, float speed); /// Copy construct. AttributeAnimationInstance(const AttributeAnimationInstance& other); /// Destruct. ~AttributeAnimationInstance(); /// Update. Return true when the animation is finished. bool Update(float timeStep); /// Return animatable. Animatable* GetAnimatable() const { return animatable_; } /// Return attribute infomation. const AttributeInfo& GetAttributeInfo() const { return attributeInfo_; } /// Return current time. float GetCurrentTime() const { return currentTime_; } private: /// Animatable. WeakPtr animatable_; /// Attribute information. const AttributeInfo& attributeInfo_; /// Current time. float currentTime_; /// Last scaled time. float lastScaledTime_; }; }