public Spawn (params FiniteTimeAction[] actions) { FiniteTimeAction prev = actions [0]; FiniteTimeAction next = null; if (actions.Length == 1) { next = new ExtraAction (); } else { // We create a nested set of SpawnActions out of all of the actions for (int i = 1; i < actions.Length - 1; i++) { prev = new Spawn (prev, actions [i]); } next = actions [actions.Length - 1]; } // Can't call base(duration) because we need to determine max duration // Instead call base's init method here if (prev != null && next != null) { Duration = Math.Max (prev.Duration, next.Duration); InitSpawn (prev, next); } }
public Spawn(params FiniteTimeAction[] actions) { FiniteTimeAction prev = actions [0]; FiniteTimeAction next = null; if (actions.Length == 1) { next = new ExtraAction(); } else { // We create a nested set of SpawnActions out of all of the actions for (int i = 1; i < actions.Length - 1; i++) { prev = new Spawn(prev, actions [i]); } next = actions [actions.Length - 1]; } // Can't call base(duration) because we need to determine max duration // Instead call base's init method here if (prev != null && next != null) { Duration = Math.Max(prev.Duration, next.Duration); InitSpawn(prev, next); } }
public ExtraActionState (ExtraAction action, Node target) : base (action, target) { }
public ExtraActionState(ExtraAction action, Node target) : base(action, target) { }