/** helper contructor to create an array of spawned actions given an array */ public static CCFiniteTimeAction actionsWithArray(CCFiniteTimeAction[] actions) { CCFiniteTimeAction prev = actions[0]; for (int i = 1; i < actions.Length; i++) { prev = actionOneTwo(prev, actions[i]); } return(prev); }
public bool initWithAction(CCFiniteTimeAction action) { Debug.Assert(action != null); Debug.Assert(action != m_pOther); if (base.initWithDuration(action.duration)) { m_pOther = action; return(true); } return(false); }
/// <summary> /// initializes the action /// </summary> public bool initOneTwo(CCFiniteTimeAction actionOne, CCFiniteTimeAction aciontTwo) { Debug.Assert(actionOne != null); Debug.Assert(aciontTwo != null); float d = actionOne.duration + aciontTwo.duration; base.initWithDuration(d); m_pActions[0] = actionOne; m_pActions[1] = aciontTwo; return(true); }
public CCSequence() { m_pActions = new CCFiniteTimeAction[2]; }