public override void onShow() { line3p2.X = line3p1.X; line4p2.Y = line4p1.Y; gameBGOpacity = 0; animGlob.FadeIn(); animItems.FadeIn(); if (currentFrame != null) { animFrame.FadeIn(); } currentTip = tip[new Random().Next(tip.Length * 10) % tip.Length];//TODO rm??? UpdateLevelPackAvalability(); base.onShow(); }
void animItems_onFadeOutFinish(object sender) { lock (controls) controls.Clear(); currentState = nextState; nextState = new MenuState(); lock (controls) { for (int i = 0; i < currentState.items.Count; i++) { controls.Add(currentState.items[i]); } } animItems.onFadeOutFinish -= new Animation.SceneAnimation.FadeEventHandler(animItems_onFadeOutFinish); animItems = new Animation.MainMenu.ItemsAnimation(); animItems.Init(this); animItems.FadeIn(); }
void animItems_onFadeOutFinish(object sender) { lock (controls) controls.Clear(); currentState = nextState; nextState = new MenuState(); lock (controls) { for (int i = 0; i < currentState.items.Count; i++) { controls.Add(currentState.items[i]); } } animItems.onFadeOutFinish -= new Animation.SceneAnimation.FadeEventHandler(animItems_onFadeOutFinish); animItems = new Animation.MainMenu.ItemsAnimation(); animItems.Init(this); animItems.FadeIn(); }