mState = Destroyed;
}
-void Animation::AddAnimator( AnimatorBase* animator )
+void Animation::AddAnimator( OwnerPointer<AnimatorBase>& animator )
{
animator->ConnectToSceneGraph();
animator->SetDisconnectAction( mDisconnectAction );
- mAnimators.PushBack( animator );
+ mAnimators.PushBack( animator.Release() );
}
void Animation::Update(BufferIndex bufferIndex, float elapsedSeconds, bool& looped, bool& finished )