public void Init(int idx, AnimCompletedDelegate del) { endDelegate = del; index = idx; List <SuperSpriteAnimElement> anims = new List <SuperSpriteAnimElement>(); for (int i = 0; i < spriteAnims.Length; ++i) { if (spriteAnims[i] != null) { if (spriteAnims[i].sprite != null) { spriteAnims[i].Init(); // Only save the ones that are valid // so we don't have to check them // constantly later on: anims.Add(spriteAnims[i]); // Hide each sprite by default: HideSprite(spriteAnims[i].sprite, true); } } } spriteAnims = anims.ToArray(); }
public void Init(int idx, AnimCompletedDelegate del, SpriteBase.AnimFrameDelegate frameDel) { endDelegate = del; index = idx; List<SuperSpriteAnimElement> anims = new List<SuperSpriteAnimElement>(); for (int i = 0; i < spriteAnims.Length; ++i) if (spriteAnims[i] != null) if (spriteAnims[i].sprite != null) { spriteAnims[i].Init(); // Only save the ones that are valid // so we don't have to check them // constantly later on: anims.Add(spriteAnims[i]); if(frameDel != null) spriteAnims[i].sprite.SetAnimFrameDelegate(frameDel); // Hide each sprite by default: HideSprite(spriteAnims[i].sprite, true); } spriteAnims = anims.ToArray(); }