Exemplo n.º 1
0
        /// <summary>
        /// creates a base transition with duration and incoming scene 
        /// </summary>
        public static CCTransitionScene transitionWithDuration(float t, CCScene scene)
        {
            CCTransitionScene pScene = new CCTransitionScene();
            if (pScene.initWithDuration(t, scene))
            {
                return pScene;
            }

            return null;
        }
Exemplo n.º 2
0
        public static CCTransitionScene transitionWithDuration(float t, CCScene scene)
        {
            CCTransitionScene cCTransitionScene = new CCTransitionScene();

            if (cCTransitionScene.initWithDuration(t, scene))
            {
                return(cCTransitionScene);
            }
            return(null);
        }
Exemplo n.º 3
0
        public void PopScene(float t, CCTransitionScene s)
        {
            Debug.Assert(m_pRunningScene != null, "m_pRunningScene cannot be null");

            if (m_pobScenesStack.Count > 0)
            {
                // CCScene s = m_pobScenesStack[m_pobScenesStack.Count - 1];
                m_pobScenesStack.RemoveAt(m_pobScenesStack.Count - 1);
            }
            int c = m_pobScenesStack.Count;

            if (c == 0)
            {
                End(); // This should not happen here b/c we need to capture the current state and just deactivate the game (for Android).
            }
            else
            {
                m_bSendCleanupToScene = true;
                m_pNextScene = m_pobScenesStack[c - 1];
                if (s != null)
                {
                    m_pNextScene.Visible = true;
                    s.Reset(t, m_pNextScene);
                    m_pobScenesStack.Add(s);
                    m_pNextScene = s;
                }
            }
        }