public CCTransitionSceneContainerLayer(CCScene inScene, CCScene outScene) : base(new CCCamera(outScene.VisibleBoundsScreenspace.Size)) { CCSize contentSize = outScene.VisibleBoundsScreenspace.Size; AnchorPoint = new CCPoint(0.5f, 0.5f); inSceneNodeContainer = new CCTransitionSceneContainerNode(inScene, contentSize); outSceneNodeContainer = new CCTransitionSceneContainerNode(outScene, contentSize); // The trick here is that we're not actually adding the InScene/OutScene as children // This keeps the scenes' original parents (if they have one) intact, so that there's no cleanup afterwards AddChild(InSceneNodeContainer); AddChild(OutSceneNodeContainer); }
public CCTransitionSceneContainerLayer(CCScene inScene, CCScene outScene) : base(new CCCamera(CCCameraProjection.Projection2D, outScene.VisibleBoundsScreenspace.Size)) { CCSize contentSize = outScene.VisibleBoundsScreenspace.Size; AnchorPoint = new CCPoint(0.5f, 0.5f); inSceneNodeContainer = new CCTransitionSceneContainerNode(inScene, contentSize); outSceneNodeContainer = new CCTransitionSceneContainerNode(outScene, contentSize); // The trick here is that we're not actually adding the InScene/OutScene as children // This keeps the scenes' original parents (if they have one) intact, so that there's no cleanup afterwards AddChild(InSceneNodeContainer); AddChild(OutSceneNodeContainer); }