/// <summary> /// creates a base transition with duration and incoming scene /// </summary> public static CCTransitionScene transitionWithDuration(float t, CCScene scene) { CCTransitionScene pScene = new CCTransitionScene(); if (pScene.initWithDuration(t, scene)) { return pScene; } return null; }
public static CCTransitionScene transitionWithDuration(float t, CCScene scene) { CCTransitionScene cCTransitionScene = new CCTransitionScene(); if (cCTransitionScene.initWithDuration(t, scene)) { return(cCTransitionScene); } return(null); }
public void PopScene(float t, CCTransitionScene s) { Debug.Assert(m_pRunningScene != null, "m_pRunningScene cannot be null"); if (m_pobScenesStack.Count > 0) { // CCScene s = m_pobScenesStack[m_pobScenesStack.Count - 1]; m_pobScenesStack.RemoveAt(m_pobScenesStack.Count - 1); } int c = m_pobScenesStack.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 { m_bSendCleanupToScene = true; m_pNextScene = m_pobScenesStack[c - 1]; if (s != null) { m_pNextScene.Visible = true; s.Reset(t, m_pNextScene); m_pobScenesStack.Add(s); m_pNextScene = s; } } }