mEndAction(endAction),
mDisconnectAction(disconnectAction),
mState(Stopped),
- mProgressReachedSignalRequired( false )
+ mProgressReachedSignalRequired( false ),
+ mAutoReverseEnabled( false )
{
}
mState = Destroyed;
}
+void Animation::SetLoopingMode( bool loopingMode )
+{
+ mAutoReverseEnabled = loopingMode;
+
+ for ( AnimatorIter iter = mAnimators.Begin(), endIter = mAnimators.End(); iter != endIter; ++iter )
+ {
+ // Send some variables together to figure out the Animation status
+ (*iter)->SetSpeedFactor( mSpeedFactor );
+ (*iter)->SetLoopCount( mLoopCount );
+
+ (*iter)->SetLoopingMode( loopingMode );
+ }
+}
+
void Animation::AddAnimator( OwnerPointer<AnimatorBase>& animator )
{
animator->ConnectToSceneGraph();