public override void OnEnter() { base.OnEnter(); CCNode target = GetChildByTag(EffectAdvanceScene.kTagBackground); // To reuse a grid the grid size and the grid type must be the same. // in this case: // ShakyTiles is TiledGrid3D and it's size is (15,10) // Shuffletiles is TiledGrid3D and it's size is (15,10) // TurnOfftiles is TiledGrid3D and it's size is (15,10) CCActionInterval shaky = new CCShakyTiles3D(4, false, new CCGridSize(15, 10), 5); CCActionInterval shuffle = new CCShuffleTiles(0, new CCGridSize(15, 10), 3); CCActionInterval turnoff = new CCTurnOffTiles(0, new CCGridSize(15, 10), 3); CCFiniteTimeAction turnon = turnoff.Reverse(); // reuse 2 times: // 1 for shuffle // 2 for turn off // turnon tiles will use a new grid CCFiniteTimeAction reuse = new CCReuseGrid(2); CCActionInterval delay = new CCDelayTime(1); // id orbit = [OrbitCamera::actionWithDuration:5 radius:1 deltaRadius:2 angleZ:0 deltaAngleZ:180 angleX:0 deltaAngleX:-90]; // id orbit_back = [orbit reverse]; // // [target runAction: [RepeatForever::actionWithAction: [Sequence actions: orbit, orbit_back, nil]]]; target.RunAction((CCSequence.FromActions(shaky, delay, reuse, shuffle, (CCFiniteTimeAction)delay.Copy(), turnoff, turnon))); }
public override void OnEnter() { base.OnEnter(); // To reuse a grid the grid size and the grid type must be the same. // in this case: // ShakyTiles is TiledGrid3D and it's size is (15,10) // Shuffletiles is TiledGrid3D and it's size is (15,10) // TurnOfftiles is TiledGrid3D and it's size is (15,10) var shaky = new CCShakyTiles3D(5, new CCGridSize(15, 10), 4, false); var shuffle = new CCShuffleTiles(new CCGridSize(15, 10), 3, 0); var turnoff = new CCTurnOffTiles(3, new CCGridSize(15, 10), 0); var turnon = turnoff.Reverse(); // reuse 2 times: // 1 for shuffle // 2 for turn off // turnon tiles will use a new grid var reuse = new CCReuseGrid(2); var delay = new CCDelayTime(1); // id orbit = [OrbitCamera::actionWithDuration:5 radius:1 deltaRadius:2 angleZ:0 deltaAngleZ:180 angleX:0 deltaAngleX:-90]; // id orbit_back = [orbit reverse]; // // [target runAction: [RepeatForever::actionWithAction: [Sequence actions: orbit, orbit_back, nil]]]; bgNode.RunActions(shaky, delay, reuse, shuffle, delay, turnoff, turnon); }
public override object Copy(ICopyable pZone) { CCShakyTiles3D pCopy; if (pZone != null) { //in case of being called at sub class pCopy = (CCShakyTiles3D) (pZone); } else { pCopy = new CCShakyTiles3D(); pZone = (pCopy); } base.Copy(pZone); pCopy.InitWithRange(m_nRandrange, m_bShakeZ, m_sGridSize, m_fDuration); return pCopy; }
public override object Copy(ICCCopyable pZone) { CCShakyTiles3D pCopy; if (pZone != null) { //in case of being called at sub class pCopy = (CCShakyTiles3D)(pZone); } else { pCopy = new CCShakyTiles3D(); pZone = (pCopy); } base.Copy(pZone); pCopy.InitWithDuration(m_fDuration, m_sGridSize, m_nRandrange, m_bShakeZ); return(pCopy); }
/// <summary> /// creates the action with a range, whether or not to shake Z vertices, a grid size, and duration /// </summary> public static CCShakyTiles3D Create(int nRange, bool bShakeZ, CCGridSize gridSize, float duration) { var pAction = new CCShakyTiles3D(); pAction.InitWithRange(nRange, bShakeZ, gridSize, duration); return pAction; }
public new static CCActionInterval actionWithDuration(float t) { return(CCShakyTiles3D.actionWithRange(5, true, new ccGridSize(16, 12), t)); }
public CCShakyTiles3DState (CCShakyTiles3D action, CCNode target) : base (action, target) { ShakeZ = action.ShakeZ; Range = action.Range; }
public CCShakyTiles3DState(CCShakyTiles3D action, CCNode target) : base(action, target) { ShakeZ = action.ShakeZ; Range = action.Range; }