public SpriteNode Attach(ProxySprite pNode) { SpriteNode pSpriteNode = (SpriteNode)this.baseAdd(); pSpriteNode.Set(pNode, this); return(pSpriteNode); }
public SpriteNode Attach(SpriteBase pNode) { // Go to Man, get a node from reserve, add to active, return it SpriteNode pSBNode = (SpriteNode)this.baseAdd(); // Initialize SpriteBatchNode pSBNode.Set(pNode); return(pSBNode); }
public void Attach(SpriteBase pNode) { // Go to Man, get a node from reserve, add to active, return it SpriteNode pSpriteNode = (SpriteNode)this.pSpriteNodeMan.Attach(pNode); // Initialize SpriteBatchNode pSpriteNode.Set(pNode, this.pSpriteNodeMan); // Back pointer this.pSpriteNodeMan.SetSpriteBatch(this); }