A bit late, but vgui::AnimationController tracks time internally, which is passed in through the currentTime parameter of AnimationController::UpdateAnimations(). Perhaps the time being passed in stops being incremented when the game is paused?
Regards.
To: ***@list.valvesoftware.com
From: ***@hotmail.com
Date: Fri, 12 Jun 2015 22:43:14 +0200
Subject: [hlcoders] HUD animations in paused state
Hello,
I¡¯ve got a problem with HUD animations, namely that they¡¯re not played after I issue the ¡°pause¡° command.
My vgui setup looks like this:
On top of my hierarchy I¡¯ve got my ¡°ScanInfoPanel¡° parented to the one you can retrieve with PANEL_INGAMESCREENS during startup. It has ist own animation controller, because I need to play animations when the HUD is deactivated/invisible. The only other child is a HUDElement (EditablePanel with a RichText child), because I need HUD messages to trigger my desired behavior (show some text based on a localization token).
Now, the problem is that the animation starts and then stops as soon as I execute the pause command, which is immediately after my StartAnimationSequence call, even though my parent panel is visible, thinking and I¡¯m calling UpdateAnimations inside that method.
Do you have any idea why this is happening?
Greetings,
Krzysztof
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