public void Update(float time, Random r)
{
if (!_animated)
{
return;
}
_frameTimer -= time;
if (_frameTimer <= 0)
{
//Advance to next frame
_currentFrame++;
if (_currentFrame >= _baseSprite.Frames.Count)
{
_currentFrame = 0;
}
_frameTimer = Utility.GetIntValue(_baseSprite.FrameLength[_currentFrame], r) / 1000.0f;
}
}