public static CCActionInterval actionWithDuration(float t) { CCFlipX3D flipx = new CCFlipY3D(t); CCFiniteTimeAction flipx_back = flipx.Reverse(); CCDelayTime delay = new CCDelayTime (2); return (new CCSequence(flipx, delay, flipx_back)); }
public CCFlipY3D(CCFlipY3D flipY3D) : base(flipY3D) { }