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Jul 1st, 2015
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  1. function PlayAnimation()
  2. UnregisterForUpdate()
  3. ; Send with as little overhead as possible to improve syncing
  4. string[] AnimEvents = Animation.FetchStage(Stage)
  5. if ActorCount == 1
  6. Debug.SendAnimationEvent(Positions[0], AnimEvents[0])
  7. elseIf ActorCount == 2
  8. Debug.SendAnimationEvent(Positions[0], AnimEvents[0])
  9. Debug.SendAnimationEvent(Positions[1], AnimEvents[1])
  10. elseIf ActorCount == 3
  11. Debug.SendAnimationEvent(Positions[0], AnimEvents[0])
  12. Debug.SendAnimationEvent(Positions[1], AnimEvents[1])
  13. Debug.SendAnimationEvent(Positions[2], AnimEvents[2])
  14. elseIf ActorCount == 4
  15. Debug.SendAnimationEvent(Positions[0], AnimEvents[0])
  16. Debug.SendAnimationEvent(Positions[1], AnimEvents[1])
  17. Debug.SendAnimationEvent(Positions[2], AnimEvents[2])
  18. Debug.SendAnimationEvent(Positions[3], AnimEvents[3])
  19. elseIf ActorCount == 5
  20. Debug.SendAnimationEvent(Positions[0], AnimEvents[0])
  21. Debug.SendAnimationEvent(Positions[1], AnimEvents[1])
  22. Debug.SendAnimationEvent(Positions[2], AnimEvents[2])
  23. Debug.SendAnimationEvent(Positions[3], AnimEvents[3])
  24. Debug.SendAnimationEvent(Positions[4], AnimEvents[4])
  25. endIf
  26. RegisterForSingleUpdate(0.2)
  27. endFunction
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