By default we render every state, and wait for any animations to finish. And every state is sent down.
But sometimes there are states we want to skip animating. For example if the user has picked "no animations" or there are just some moves that would animate but we want to skip animating on.
The game renderer will have its SkipAnimation(beforeMove, afterMove) consulted (BaseGameRenderer has a stub that just returns false). If it's true, won't even databind the state, will just skip to the last one where SkipAnimation between it and its next state returns false.
By default we render every state, and wait for any animations to finish. And every state is sent down.
But sometimes there are states we want to skip animating. For example if the user has picked "no animations" or there are just some moves that would animate but we want to skip animating on.
The game renderer will have its
SkipAnimation(beforeMove, afterMove)
consulted (BaseGameRenderer has a stub that just returns false). If it's true, won't even databind the state, will just skip to the last one where SkipAnimation between it and its next state returns false.Originally captured in #396.