public SBNode Attach(SpriteBase pNode) { Debug.Assert(pNode != null); SBNode pSBNode = (SBNode)this.BaseAdd(); Debug.Assert(pSBNode != null); pSBNode.Set(pNode, this); return(pSBNode); }
public SBNode Attach(SpriteBase pNode) { SBNode pSBNode = (SBNode)this.BaseAdd(); Debug.Assert(pSBNode != null); //intialize and set back pointer pSBNode.Set(pNode, this); return(pSBNode); }
public SBNode Attach(SpriteBase pNode) { Debug.Assert(pNode != null); SBNode pSBNode = this.poSBNodeMan.Attach(pNode); pSBNode.Set(pNode, this.poSBNodeMan); // Back pointer // this.poSBNodeMan.SetBackToSpriteBatch(this); return(pSBNode); }
//public SBNode Attach(GameSprite.Name name) //{ // SBNode pNode = (SBNode)this.BaseAdd(); // Debug.Assert(pNode != null); // // Initialize SpriteBatchNode // pNode.Set(name); // return pNode; //} //public SBNode Attach(BoxSprite.Name name) //{ // SBNode pNode = (SBNode)this.BaseAdd(); // Debug.Assert(pNode != null); // // Initialize SpriteBatchNode // pNode.Set(name); // return pNode; //} //public SBNode Attach(ProxySprite pNode) //{ // // Go to Man, get a node from reserve, add to active, return it // SBNode pSBNode = (SBNode)this.BaseAdd(); // Debug.Assert(pSBNode != null); // // Initialize SpriteBatchNode // pSBNode.Set(pNode); // return pSBNode; //} public SBNode Attach(SpriteBase pNode) { // Go to Man, get a node from reserve, add to active, return it SBNode pSBNode = (SBNode)this.BaseAdd(); Debug.Assert(pSBNode != null); // Initialize SpriteBatchNode pSBNode.Set(pNode, this); return(pSBNode); }
public void Attach(SpriteBase pNode) { Debug.Assert(pNode != null); SBNode pSBNode = (SBNode)this.poSBNodeMan.Attach(pNode); Debug.Assert(pSBNode != null); pSBNode.Set(pNode, this.poSBNodeMan); this.poSBNodeMan.SetSpriteBatch(this); }
public void Attach(SpriteBase pNode) { Debug.Assert(pNode != null); // Go to Man, get a node from reserve, add to active, return it SBNode pSBNode = (SBNode)this.pSBNodeMan.Add(pNode); Debug.Assert(pSBNode != null); // Initialize SpriteBatchNode pSBNode.Set(pNode, this.pSBNodeMan); }