- if( 0 == mLoopCount )
- {
- // loop forever
- WrapInPlayRange(mElapsedSeconds, playRangeSeconds);
-
- UpdateAnimators(bufferIndex, false, false );
-
- // don't increment mPlayedCount as event loop tracks this to indicate animation finished (end of all loops)
- }
- else if( mCurrentLoop < mLoopCount - 1) // '-1' here so last loop iteration uses play once below