public ACreditsRollSegmentWithActions <T> With(ICreditsRollSegmentAction <T> act) { Bind(act); act.SetDelay(_lastDedicatedTimeNeeded); _actions.Add(act); return(this); }
public Segments.ACreditsRollSegmentWithActions <T> With( ICreditsRollSegmentAction <T> act) { this.Bind(act); act.SetDelay((float)this._lastDedicatedTimeNeeded); this._actions.Add(act); return(this); }
public ACreditsRollSegmentWithActions <T> Then(ICreditsRollSegmentAction <T> act) { Bind(act); act.SetDelay(_dedicatedTimeNeeded); _actions.Add(act); _lastDedicatedTimeNeeded = _dedicatedTimeNeeded; _dedicatedTimeNeeded += act.ExpectedLengthOfActionInFrames; return(this); }
public Segments.ACreditsRollSegmentWithActions <T> Then( ICreditsRollSegmentAction <T> act) { this.Bind(act); act.SetDelay((float)this._dedicatedTimeNeeded); this._actions.Add(act); this._lastDedicatedTimeNeeded = this._dedicatedTimeNeeded; this._dedicatedTimeNeeded += act.ExpectedLengthOfActionInFrames; return(this); }
protected override void Bind( ICreditsRollSegmentAction <Segments.LooseSprite> act) { act.BindTo(this._sprite); }
protected override void Bind(ICreditsRollSegmentAction <NPC> act) { act.BindTo(this._npc); }
protected abstract void Bind(ICreditsRollSegmentAction <T> act);