//------------------------------------------------------------------------- public CSpriteHeap(CRenderScene scene, int number_of_chip, int score, EbVector3 position, float up_angle, CSpriteBgNumber.BgColorEnum color) { mScene = scene; mHeapScruct.NumberOfChip = number_of_chip; mHeapScruct.Position = position; mHeapScruct.UpAngle = up_angle; mHeapScruct.Alpha = 1f; mCSpriteBgNumber = new CSpriteBgNumber(mScene, color, score); mHeapLayer = mScene.getLayerAlloter().getLayer(_eLevelLayer.TurretChips); mHeapState = _eHeapState.Adding; }
//------------------------------------------------------------------------- public void update(float elapsed_tm) { mSecondsSinceCreation += elapsed_tm; switch (mHeapState) { case _eHeapState.None: break; case _eHeapState.Adding: _addChip(elapsed_tm); if (mSecondsOfLife <= mSecondsSinceCreation) { mHeapState = _eHeapState.Fadeout; } break; case _eHeapState.Fadeout: _fadeout(elapsed_tm); break; } }