OwnerContainer< PropertyOwner* > customObjects; ///< A container of owned objects (with custom properties)
OwnerContainer< PropertyResetterBase* > propertyResetters; ///< A container of property resetters
- AnimationContainer animations; ///< A container of owned animations
+ OwnerContainer< Animation* > animations; ///< A container of owned animations
PropertyNotificationContainer propertyNotifications; ///< A container of owner property notifications.
OwnerContainer< Renderer* > renderers; ///< A container of owned renderers
OwnerContainer< TextureSet* > textureSets; ///< A container of owned texture sets
void UpdateManager::Animate( BufferIndex bufferIndex, float elapsedSeconds )
{
- AnimationContainer &animations = mImpl->animations;
- AnimationIter iter = animations.Begin();
+ auto&& iter = mImpl->animations.Begin();
bool animationLooped = false;
- while ( iter != animations.End() )
+ while ( iter != mImpl->animations.End() )
{
Animation* animation = *iter;
bool finished = false;
// Remove animations that had been destroyed but were still waiting for an update
if (animation->GetState() == Animation::Destroyed)
{
- iter = animations.Erase(iter);
+ iter = mImpl->animations.Erase(iter);
}
else
{