public void Init(int idx, AnimCompletedDelegate del, SpriteBase.AnimFrameDelegate frameDel) { endDelegate = del; index = idx; List <SuperSpriteAnimElement> anims = new List <SuperSpriteAnimElement>(); for (int i = 0; i < spriteAnims.Length; ++i) { if (spriteAnims[i] != null) { if (spriteAnims[i].sprite != null) { spriteAnims[i].Init(); // Only save the ones that are valid // so we don't have to check them // constantly later on: anims.Add(spriteAnims[i]); if (frameDel != null) { spriteAnims[i].sprite.SetAnimFrameDelegate(frameDel); } // Hide each sprite by default: HideSprite(spriteAnims[i].sprite, true); } } } spriteAnims = anims.ToArray(); }
/// <summary> /// Sets the delegate to be called each frame of animation. /// </summary> /// <param name="del">The delegate to be called each frame of animation.</param> public void SetAnimFrameDelegate(SpriteBase.AnimFrameDelegate del) { animFrameDelegate = del; for (int i = 0; i < animations.Length; ++i) { animations[i].SetAnimFrameDelegate(animFrameDelegate); } }
public void SetAnimFrameDelegate(SpriteBase.AnimFrameDelegate frameDel) { for (int i = 0; i < spriteAnims.Length; ++i) { if (spriteAnims[i] != null) { if (spriteAnims[i].sprite != null) { spriteAnims[i].sprite.SetAnimFrameDelegate(frameDel); } } } }
/// <summary> /// Sets the delegate to be called each frame of animation. /// </summary> /// <param name="del">The delegate to be called each frame of animation.</param> public void SetAnimFrameDelegate(SpriteBase.AnimFrameDelegate del) { animFrameDelegate = del; for(int i=0; i<animations.Length; ++i) { animations[i].SetAnimFrameDelegate(animFrameDelegate); } }
public void SetAnimFrameDelegate(SpriteBase.AnimFrameDelegate del) { this.animFrameDelegate = del; }