/*public float Position_Transition(float Position_Initial_Width) * { * if (_statut == Statut_Transition.On) { * return this.Position_Transition_ON (Position_Initial_Width); * } else if (_statut == Statut_Transition.Off) { * return this.Position_Transition_OFF (Position_Initial_Width); * } else { * return Position_Initial_Width; * } * } * * private float Position_Transition_ON(float Position_Initial_Width) * { * if (_sens == Sens_Transition.Left) { * return (Position_Initial_Width + _width_ecran) - (_width_ecran * time._timer / time._timer_max); * } * else { * return (Position_Initial_Width - _width_ecran) + (_width_ecran * time._timer / time._timer_max); * } * } * * private float Position_Transition_OFF(float Position_Initial_Width) * { * if (_sens == Sens_Transition.Left) { * return (Position_Initial_Width) - (_width_ecran * time._timer / time._timer_max); * } * else { * return (Position_Initial_Width) + (_width_ecran * time._timer / time._timer_max); * } * }*/ /*public void Transition_Fade_Out() * { * _statut = Statut_Transition.Off; * } * * public bool Is_End() * { * if (_statut == Statut_Transition.End) { * return true; * } * return false; * }*/ public void Update_Transition(float gameTime) { Update_Alpha(); if (_statut == Statut_Transition.On) { if (time.IncreaseTimer(gameTime)) { _statut = Statut_Transition.None; } } }
public TransitionClass() { _statut = Statut_Transition.On; time = new Compteur_Time(_timer_max); }