public CCSpawn(params CCFiniteTimeAction[] actions) { CCFiniteTimeAction prev = actions [0]; CCFiniteTimeAction next = null; if (actions.Length == 1) { next = new CCExtraAction(); } else { // We create a nested set of CCSpawnActions out of all of the actions for (int i = 1; i < actions.Length - 1; i++) { prev = new CCSpawn(prev, actions [i]); } next = actions [actions.Length - 1]; } // Can't call base(duration) because we need to determine max duration // Instead call base's init method here if (prev != null && next != null) { Duration = Math.Max(prev.Duration, next.Duration); InitCCSpawn(prev, next); } }
public CCSpawn (params CCFiniteTimeAction[] actions) { CCFiniteTimeAction prev = actions [0]; CCFiniteTimeAction next = null; if (actions.Length == 1) { next = new CCExtraAction (); } else { // We create a nested set of CCSpawnActions out of all of the actions for (int i = 1; i < actions.Length - 1; i++) { prev = new CCSpawn (prev, actions [i]); } next = actions [actions.Length - 1]; } // Can't call base(duration) because we need to determine max duration // Instead call base's init method here if (prev != null && next != null) { Duration = Math.Max (prev.Duration, next.Duration); InitCCSpawn (prev, next); } }
public CCExtraActionState(CCExtraAction action, CCNode target) : base(action, target) { }
public CCExtraActionState (CCExtraAction action, CCNode target) : base (action, target) { }