public static CCLayer CreateLayer(int nIndex) { CCLayer pLayer = null; switch (nIndex) { case (int)ActionTest.ACTION_MANUAL_LAYER: pLayer = new ActionManual(); break; case (int)ActionTest.ACTION_MOVE_LAYER: pLayer = new ActionMove(); break; case (int)ActionTest.ACTION_SCALE_LAYER: pLayer = new ActionScale(); break; case (int)ActionTest.ACTION_ROTATE_LAYER: pLayer = new ActionRotate(); break; case (int)ActionTest.ACTION_SKEW_LAYER: pLayer = new ActionSkew(); break; case (int)ActionTest.ACTION_SKEWROTATE_LAYER: pLayer = new ActionSkewRotateScale(); break; case (int)ActionTest.ACTION_JUMP_LAYER: pLayer = new ActionJump(); break; case (int)ActionTest.ACTION_BEZIER_LAYER: pLayer = new ActionBezier(); break; case (int)ActionTest.ACTION_BLINK_LAYER: pLayer = new ActionBlink(); break; case (int)ActionTest.ACTION_FADE_LAYER: pLayer = new ActionFade(); break; case (int)ActionTest.ACTION_TINT_LAYER: pLayer = new ActionTint(); break; //case (int)ActionTest.ACTION_ANIMATE_LAYER: // pLayer = new ActionAnimate(); break; case (int)ActionTest.ACTION_SEQUENCE_LAYER: pLayer = new ActionSequence(); break; case (int)ActionTest.ACTION_SEQUENCE2_LAYER: pLayer = new ActionSequence2(); break; case (int)ActionTest.ACTION_SPAWN_LAYER: pLayer = new ActionSpawn(); break; case (int)ActionTest.ACTION_REVERSE: pLayer = new ActionReverse(); break; case (int)ActionTest.ACTION_DELAYTIME_LAYER: pLayer = new ActionDelayTime(); break; case (int)ActionTest.ACTION_REPEAT_LAYER: pLayer = new ActionRepeat(); break; case (int)ActionTest.ACTION_REPEATEFOREVER_LAYER: pLayer = new ActionRepeatForever(); break; case (int)ActionTest.ACTION_ROTATETOREPEATE_LAYER: pLayer = new ActionRotateToRepeat(); break; case (int)ActionTest.ACTION_ROTATEJERK_LAYER: pLayer = new ActionRotateJerk(); break; case (int)ActionTest.ACTION_CALLFUNC_LAYER: pLayer = new ActionCallFunc(); break; case (int)ActionTest.ACTION_CALLFUNCND_LAYER: pLayer = new ActionCallFuncND(); break; case (int)ActionTest.ACTION_REVERSESEQUENCE_LAYER: pLayer = new ActionReverseSequence(); break; case (int)ActionTest.ACTION_REVERSESEQUENCE2_LAYER: pLayer = new ActionReverseSequence2(); break; //case (int)ActionTest.ACTION_ORBIT_LAYER: // pLayer = new ActionOrbit(); break; //case (int)ActionTest.ACTION_FLLOW_LAYER: // pLayer = new ActionFollow(); break; default: break; } return pLayer; }
public static CCLayer CreateLayer(int nIndex) { CCLayer pLayer = null; switch (nIndex) { case (int) ActionTest.ACTION_MANUAL_LAYER: pLayer = new ActionManual(); break; case (int) ActionTest.ACTION_MOVE_LAYER: pLayer = new ActionMove(); break; case (int) ActionTest.ACTION_SCALE_LAYER: pLayer = new ActionScale(); break; case (int) ActionTest.ACTION_ROTATE_LAYER: pLayer = new ActionRotate(); break; case (int) ActionTest.ACTION_SKEW_LAYER: pLayer = new ActionSkew(); break; case (int) ActionTest.ACTION_ROTATIONAL_SKEW_LAYER: pLayer = new ActionRotationalSkew(); break; case (int) ActionTest.ACTION_COMPARISON_SKEW_LAYER: pLayer = new ActionRotationalSkewVSStandardSkew(); break; case (int) ActionTest.ACTION_SKEWROTATE_LAYER: pLayer = new ActionSkewRotateScale(); break; case (int) ActionTest.ACTION_JUMP_LAYER: pLayer = new ActionJump(); break; case (int) ActionTest.ACTION_BEZIER_LAYER: pLayer = new ActionBezier(); break; case (int) ActionTest.ACTION_BLINK_LAYER: pLayer = new ActionBlink(); break; case (int) ActionTest.ACTION_FADE_LAYER: pLayer = new ActionFade(); break; case (int) ActionTest.ACTION_TINT_LAYER: pLayer = new ActionTint(); break; case (int) ActionTest.ACTION_ANIMATE_LAYER: pLayer = new ActionAnimate(); break; case (int) ActionTest.ACTION_SEQUENCE_LAYER: pLayer = new ActionSequence(); break; case (int) ActionTest.ACTION_SEQUENCE2_LAYER: pLayer = new ActionSequence2(); break; case (int) ActionTest.ACTION_SPAWN_LAYER: pLayer = new ActionSpawn(); break; case (int) ActionTest.ACTION_REVERSE: pLayer = new ActionReverse(); break; case (int) ActionTest.ACTION_DELAYTIME_LAYER: pLayer = new ActionDelayTime(); break; case (int) ActionTest.ACTION_REPEAT_LAYER: pLayer = new ActionRepeat(); break; case (int) ActionTest.ACTION_REPEATEFOREVER_LAYER: pLayer = new ActionRepeatForever(); break; case (int) ActionTest.ACTION_ROTATETOREPEATE_LAYER: pLayer = new ActionRotateToRepeat(); break; case (int) ActionTest.ACTION_ROTATEJERK_LAYER: pLayer = new ActionRotateJerk(); break; case (int) ActionTest.ACTION_CALLFUNC_LAYER: pLayer = new ActionCallFunc(); break; case (int) ActionTest.ACTION_CALLFUNCND_LAYER: pLayer = new ActionCallFuncND(); break; case (int) ActionTest.ACTION_REVERSESEQUENCE_LAYER: pLayer = new ActionReverseSequence(); break; case (int) ActionTest.ACTION_REVERSESEQUENCE2_LAYER: pLayer = new ActionReverseSequence2(); break; case (int)ActionTest.ACTION_RemoveSelfActions: pLayer = new RemoveSelfActions(); break; case (int) ActionTest.ACTION_ORBIT_LAYER: pLayer = new ActionOrbit(); break; case (int) ActionTest.ACTION_FLLOW_LAYER: pLayer = new ActionFollow(); break; case (int) ActionTest.ACTION_TARGETED_LAYER: pLayer = new ActionTargeted(); break; case (int) ActionTest.ACTION_ISSUE1305_LAYER: pLayer = new Issue1305(); break; case (int) ActionTest.ACTION_ISSUE1305_2_LAYER: pLayer = new Issue1305_2(); break; case (int) ActionTest.ACTION_ISSUE1288_LAYER: pLayer = new Issue1288(); break; case (int) ActionTest.ACTION_ISSUE1288_2_LAYER: pLayer = new Issue1288_2(); break; case (int) ActionTest.ACTION_ISSUE1327_LAYER: pLayer = new Issue1327(); break; case (int)ActionTest.ACTION_ISSUE1389_LAYER: pLayer = new Issue1389(); break; case (int) ActionTest.ACTION_CARDINALSPLINE_LAYER: pLayer = new ActionCardinalSpline(); break; case (int) ActionTest.ACTION_CATMULLROM_LAYER: pLayer = new ActionCatmullRom(); break; case (int) ActionTest.PAUSERESUMEACTIONS_LAYER: pLayer = new PauseResumeActions(); break; case (int)ActionTest.ACTION_ActionMoveStacked: pLayer = new ActionMoveStacked(); break; case (int)ActionTest.ACTION_ActionMoveJumpStacked: pLayer = new ActionMoveJumpStacked(); break; case (int)ActionTest.ACTION_ActionMoveBezierStacked: pLayer = new ActionMoveBezierStacked(); break; case (int)ActionTest.ACTION_ActionCatmullRomStacked: pLayer = new ActionCatmullRomStacked(); break; case (int)ActionTest.ACTION_ActionCardinalSplineStacked: pLayer = new ActionCardinalSplineStacked(); break; case (int)ActionTest.ACTION_PARALLEL: pLayer = new ActionParallel(); break; default: break; } return pLayer; }