/**
* Goto the specified frame index, and pause at this index.
* @param startIndex The animation will pause at this index.
*/
gotoFrameAndPause: function(startIndex){
this._startFrame = this._currentFrame = startIndex;
this._time = this._currentFrame * this._frameInternal;
this.pause();
this._gotoFrame(this._currentFrame);
},
action.gotoFrameAndPause(0)
_gotoFrame: function(frameIndex){
var size = this._timelineList.length;
for(var i = 0; i < size; i++)
{
this._timelineList[i]._gotoFrame(frameIndex);
}
},
/**
* Goto the specified frame index, and start playing from this index.
* @param startIndex The animation will play from this index.
* @param [endIndex=] The animation will end at this index.
* @param [currentFrameIndex=] set current frame index.
* @param [loop=] Whether or not the animation need loop.
*/
gotoFrameAndPlay: function(startIndex, endIndex, currentFrameIndex, loop){
//Consolidation parameters
var i = 0,
argLen = arguments.length;
var num = [],
bool;
for(i; i<argLen; i++){
if(typeof arguments[i] === "boolean"){
bool = arguments[i];
}else{
num.push(arguments[i]);
}
}
startIndex = num[0];
endIndex = num[1] || this._duration;
currentFrameIndex = num[2] || startIndex;
loop = bool!=null ? bool : true;
this._startFrame = startIndex;
this._endFrame = endIndex;
this._currentFrame = currentFrameIndex;
this._loop = loop;
this._time = this._currentFrame * this._frameInternal;
this.resume();
this._gotoFrame(this._currentFrame);
},