public static CCFiniteTimeAction ActionWithDuration(float t) { var flipY = new CCFlipY3D (t); var flipY_Reverse = flipY.Reverse(); var delay = new CCDelayTime (2); return new CCSequence(flipY, delay, flipY_Reverse); }
public CCFlipY3DState (CCFlipY3D action, CCNodeGrid target) : base (action, target) { }
public CCFlipY3DState(CCFlipY3D action, CCNode target) : base(action, target) { }