/// <summary> /// initializes a transition with duration and incoming scene /// </summary> public virtual bool InitWithDuration(float t, CCScene scene, CCTransitionOrientation orientation) { if (base.InitWithDuration(t, scene)) { m_eOrientation = orientation; } return(true); }
/// <summary> /// initializes a transition with duration and incoming scene /// </summary> public virtual bool InitWithDuration(float t, CCScene scene, CCTransitionOrientation orientation) { if (base.InitWithDuration(t, scene)) { m_eOrientation = orientation; } return true; }
public CCTransitionZoomFlipY(float t, CCScene s, CCTransitionOrientation o) : base(t, s, o) { }
public CCTransitionFlipAngular(float t, CCScene s, CCTransitionOrientation o) : base(t, s, o) { }
/// <summary> /// creates a base transition with duration and incoming scene /// </summary> public CCTransitionSceneOriented(float t, CCScene scene, CCTransitionOrientation orientation) : base(t, scene) { m_eOrientation = orientation; }
public CCTransitionZoomFlipX(float duration, CCScene scene, CCTransitionOrientation orientation) : base(duration, scene, orientation) { }
public CCTransitionSceneOriented(float duration, CCScene scene, CCTransitionOrientation orientation) : base(duration, scene) { Orientation = orientation; }
/// <summary> /// creates a base transition with duration and incoming scene /// </summary> public CCTransitionSceneOriented (float t, CCScene scene, CCTransitionOrientation orientation) : base (t, scene) { m_eOrientation = orientation; }
public CCTransitionZoomFlipX (float duration, CCScene scene, CCTransitionOrientation orientation) : base(duration, scene, orientation) { }
public CCTransitionZoomFlipY (float t, CCScene s, CCTransitionOrientation o) : base (t, s, o) { }
public CCTransitionSceneOriented (float duration, CCScene scene, CCTransitionOrientation orientation) : base (duration, scene) { Orientation = orientation; }