public void RunAnimations(int nSeqId, float fTweenDuration) { Debug.Assert(nSeqId != -1, "Sequence id couldn't be found"); mRootNode.StopAllActions(); foreach (var pElement in mNodeSequences) { CCNode node = pElement.Key; node.StopAllActions(); // Refer to CCBReader::readKeyframe() for the real type of value Dictionary <int, Dictionary <string, CCBSequenceProperty> > seqs = pElement.Value; var seqNodePropNames = new List <string>(); Dictionary <string, CCBSequenceProperty> seqNodeProps; if (seqs.TryGetValue(nSeqId, out seqNodeProps)) { // Reset nodes that have sequence node properties, and run actions on them foreach (var pElement1 in seqNodeProps) { string propName = pElement1.Key; CCBSequenceProperty seqProp = pElement1.Value; seqNodePropNames.Add(propName); SetFirstFrame(node, seqProp, fTweenDuration); RunAction(node, seqProp, fTweenDuration); } } // Reset the nodes that may have been changed by other timelines Dictionary <string, object> nodeBaseValues; if (mBaseValues.TryGetValue(node, out nodeBaseValues)) { foreach (var pElement2 in nodeBaseValues) { if (!seqNodePropNames.Contains(pElement2.Key)) { object value = pElement2.Value; if (value != null) { SetAnimatedProperty(pElement2.Key, node, value, fTweenDuration); } } } } } // Make callback at end of sequence CCBSequence seq = GetSequence(nSeqId); CCAction completeAction = new CCSequence( new CCDelayTime(seq.Duration + fTweenDuration), new CCCallFunc(SequenceCompleted) ); mRootNode.RunAction(completeAction); // Set the running scene mRunningSequence = GetSequence(nSeqId); }
public void bugMe(CCNode node) { node.StopAllActions(); //After this stop next action not working, if remove this stop everything is working node.RunAction(new CCScaleTo(2, 2)); }