void AnimationState::addTimelineState(const String &timelineName) { Bone* bone = _armature->getBone(timelineName); if(bone) { TimelineState* timelineState = TimelineState::borrowObject(); TransformTimeline* timeline = _clip->getTimeline(timelineName); timelineState->fadeIn(bone, this, timeline); _timelineStates[timelineName] = timelineState; } }
void AnimationState::addTimelineState(const std::string &timelineName) { Bone *bone = _armature->getBone(timelineName); if (bone) { for (size_t i = 0, l = _timelineStateList.size(); i < l; ++i) { if (_timelineStateList[i]->name == timelineName) { return; } } TimelineState *timelineState = TimelineState::borrowObject(); timelineState->fadeIn(bone, this, _clip->getTimeline(timelineName)); _timelineStateList.push_back(timelineState); } }