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Nextrek

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var Component_Animation,
  extend = function(child, parent) { for (var key in parent) { if (hasProp.call(parent, key)) child[key] = parent[key]; } function ctor() { this.constructor = child; } ctor.prototype = parent.prototype; child.prototype = new ctor(); child.__super__ = parent.prototype; return child; },
  hasProp = {}.hasOwnProperty;

Component_Animation = (function(superClass) {
  extend(Component_Animation, superClass);


  /**
  * The base-class of all animation components. An animation-component
  * executes a certain animation on a game object. The type of the animation depends
  * on the component. <br>
  * <br>
  * In regular, animation components a used together with the gs.Component_Animator
  * component.
  *
  * @module gs
  * @class Component_Animation
  * @extends gs.Component
  * @memberof gs
  * @constructor
   */

  function Component_Animation() {
    Component_Animation.__super__.constructor.apply(this, arguments);
    this.name = "animation";
  }


  /**
  * Updates the animation. 
  *
  * @method update
   */

  Component_Animation.prototype.update = function() {
    return this.object.needsFullUpdate = true;
  };


  /**
  * Skips the animation. That is used to skip an animation if the user
  * wants to skip very fast through a visual novel scene.
  *
  * @method skip
   */

  Component_Animation.prototype.skip = function() {
    var ref;
    if (((ref = this.easing) != null ? ref.duration : void 0) > GameManager.tempSettings.skipTime) {
      if (GameManager.tempSettings.skipTime === 0) {
        return this.easing.time = this.easing.duration;
      } else {
        this.easing.duration = GameManager.tempSettings.skipTime;
        return this.easing.time = 0;
      }
    }
  };


  /**
  * Indicates if instant-skipping is enabled. In that case, there shouldn't be any delay and animation
  * must finish immediately and call its callback. It is mostly used for live-preview purposes.
  *
  * @method isInstantSkip
  * @return {boolean} If <b>true</b>, instant-skipping is enabled. Otherwise <b>false</b>.
   */

  Component_Animation.prototype.isInstantSkip = function() {
    return GameManager.tempSettings.skip && GameManager.tempSettings.skipTime === 0;
  };

  return Component_Animation;

})(gs.Component);

gs.Component_Animation = Component_Animation;

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//# sourceURL=Component_Animation_12.js

Commits for Nextrek/s2s/development/Component_Animation_921D4291K554AA4E8AS8B5DEFA84F1B78AA5.js

Diff revisions: vs.
Revision Author Commited Message
1101 Diff Diff ASorrentino picture ASorrentino Wed 16 May, 2018 21:31:54 +0000
1096 Diff Diff ASorrentino picture ASorrentino Wed 16 May, 2018 13:01:21 +0000

Testi

1086 Diff Diff ASorrentino picture ASorrentino Fri 11 May, 2018 21:50:37 +0000
1084 MOliva picture MOliva Fri 11 May, 2018 12:41:55 +0000