public override void OnEnter() { base.OnEnter(); CCNode target = GetChildByTag(EffectAdvanceScene.kTagBackground); // To reuse a grid the grid size and the grid type must be the same. // in this case: // ShakyTiles is TiledGrid3D and it's size is (15,10) // Shuffletiles is TiledGrid3D and it's size is (15,10) // TurnOfftiles is TiledGrid3D and it's size is (15,10) CCActionInterval shaky = new CCShakyTiles3D(4, false, new CCGridSize(15, 10), 5); CCActionInterval shuffle = new CCShuffleTiles(0, new CCGridSize(15, 10), 3); CCActionInterval turnoff = new CCTurnOffTiles(0, new CCGridSize(15, 10), 3); CCFiniteTimeAction turnon = turnoff.Reverse(); // reuse 2 times: // 1 for shuffle // 2 for turn off // turnon tiles will use a new grid CCFiniteTimeAction reuse = new CCReuseGrid(2); CCActionInterval delay = new CCDelayTime(1); // id orbit = [OrbitCamera::actionWithDuration:5 radius:1 deltaRadius:2 angleZ:0 deltaAngleZ:180 angleX:0 deltaAngleX:-90]; // id orbit_back = [orbit reverse]; // // [target runAction: [RepeatForever::actionWithAction: [Sequence actions: orbit, orbit_back, nil]]]; target.RunAction((CCSequence.FromActions(shaky, delay, reuse, shuffle, (CCFiniteTimeAction)delay.Copy(), turnoff, turnon))); }
public override void OnEnter() { base.OnEnter(); // To reuse a grid the grid size and the grid type must be the same. // in this case: // ShakyTiles is TiledGrid3D and it's size is (15,10) // Shuffletiles is TiledGrid3D and it's size is (15,10) // TurnOfftiles is TiledGrid3D and it's size is (15,10) var shaky = new CCShakyTiles3D(5, new CCGridSize(15, 10), 4, false); var shuffle = new CCShuffleTiles(new CCGridSize(15, 10), 3, 0); var turnoff = new CCTurnOffTiles(3, new CCGridSize(15, 10), 0); var turnon = turnoff.Reverse(); // reuse 2 times: // 1 for shuffle // 2 for turn off // turnon tiles will use a new grid var reuse = new CCReuseGrid(2); var delay = new CCDelayTime(1); // id orbit = [OrbitCamera::actionWithDuration:5 radius:1 deltaRadius:2 angleZ:0 deltaAngleZ:180 angleX:0 deltaAngleX:-90]; // id orbit_back = [orbit reverse]; // // [target runAction: [RepeatForever::actionWithAction: [Sequence actions: orbit, orbit_back, nil]]]; bgNode.RunActions(shaky, delay, reuse, shuffle, delay, turnoff, turnon); }
public new static CCActionInterval actionWithDuration(float t) { CCTurnOffTiles fadeout = new CCTurnOffTiles(t, new CCGridSize(48, 32), 25); CCFiniteTimeAction back = fadeout.Reverse(); CCDelayTime delay = new CCDelayTime(0.5f); return((CCActionInterval)(new CCSequence(fadeout, delay, back))); }
public static CCFiniteTimeAction ActionWithDuration(float t) { var fadeout = new CCTurnOffTiles(t, new CCGridSize(48, 32), 25); var back = fadeout.Reverse(); var delay = new CCDelayTime(0.5f); return(new CCSequence(fadeout, delay, back)); }
public static new CCSequence ActionWithDuration(ccTime t) { var fadeout = new CCTurnOffTiles (25, new ccGridSize (48, 32), t); var back = fadeout.Reverse (); var delay = new CCDelayTime (0.5f); return (CCSequence)CCSequence.Actions (fadeout, delay, back); }