Esempio n. 1
0
        public void PopScene(float t, CCTransitionScene s)
        {
            Debug.Assert(RunningScene != null, "m_pRunningScene cannot be null");

            if (scenesStack.Count > 0)
            {
                // CCScene s = m_pobScenesStack[m_pobScenesStack.Count - 1];
                scenesStack.RemoveAt(scenesStack.Count - 1);
            }
            int c = scenesStack.Count;

            if (c == 0)
            {
                End(); // This should not happen here b/c we need to capture the current state and just deactivate the game (for Android).
            }
            else
            {
                IsSendCleanupToScene = true;
                NextScene            = scenesStack[c - 1];
                if (s != null)
                {
                    NextScene.Visible = true;
                    s.Reset(t, NextScene);
                    scenesStack.Add(s);
                    NextScene = s;
                }
            }
        }
Esempio n. 2
0
        public void PopScene(float t, CCTransitionScene s)
        {
            Debug.Assert(RunningScene != null, "m_pRunningScene cannot be null");

            if (scenesStack.Count > 0)
            {
                // CCScene s = m_pobScenesStack[m_pobScenesStack.Count - 1];
                scenesStack.RemoveAt(scenesStack.Count - 1);
            }
            int c = scenesStack.Count;

            if (c == 0)
            {
                End(); // This should not happen here b/c we need to capture the current state and just deactivate the game (for Android).
            }
            else
            {
                IsSendCleanupToScene = true;
                NextScene = scenesStack[c - 1];
                if (s != null)
                {
                    NextScene.Visible = true;
                    s.Reset(t, NextScene);
                    scenesStack.Add(s);
                    NextScene = s;
                }
            }
        }