Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- function PlayAnimation()
- UnregisterForUpdate()
- ; Send with as little overhead as possible to improve syncing
- string[] AnimEvents = Animation.FetchStage(Stage)
- if ActorCount == 1
- Debug.SendAnimationEvent(Positions[0], AnimEvents[0])
- elseIf ActorCount == 2
- Debug.SendAnimationEvent(Positions[0], AnimEvents[0])
- Debug.SendAnimationEvent(Positions[1], AnimEvents[1])
- elseIf ActorCount == 3
- Debug.SendAnimationEvent(Positions[0], AnimEvents[0])
- Debug.SendAnimationEvent(Positions[1], AnimEvents[1])
- Debug.SendAnimationEvent(Positions[2], AnimEvents[2])
- elseIf ActorCount == 4
- Debug.SendAnimationEvent(Positions[0], AnimEvents[0])
- Debug.SendAnimationEvent(Positions[1], AnimEvents[1])
- Debug.SendAnimationEvent(Positions[2], AnimEvents[2])
- Debug.SendAnimationEvent(Positions[3], AnimEvents[3])
- elseIf ActorCount == 5
- Debug.SendAnimationEvent(Positions[0], AnimEvents[0])
- Debug.SendAnimationEvent(Positions[1], AnimEvents[1])
- Debug.SendAnimationEvent(Positions[2], AnimEvents[2])
- Debug.SendAnimationEvent(Positions[3], AnimEvents[3])
- Debug.SendAnimationEvent(Positions[4], AnimEvents[4])
- endIf
- RegisterForSingleUpdate(0.2)
- endFunction
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement