public override bool PlaybackUpdate()
{
if (!playing)
{
return(false);
}
float deltaTime = Time.realtimeSinceStartup - m_PreviousUpdateTime;
m_PreviousUpdateTime = Time.realtimeSinceStartup;
float newTime = time.time + deltaTime;
// looping
if (newTime > state.maxTime)
{
newTime = state.minTime;
}
m_Time = AnimationKeyTime.Time(Mathf.Clamp(newTime, state.minTime, state.maxTime), state.frameRate);
ResampleAnimation();
return(true);
}