public static CCFiniteTimeAction ActionWithDuration(float t) { CCFlipX3D flipx = new CCFlipX3D(t); CCFiniteTimeAction flipx_back = flipx.Reverse(); CCDelayTime delay = new CCDelayTime (2); return new CCSequence(flipx, delay, flipx_back); }
public CCFlipX3DState (CCFlipX3D action, CCNode target) : base (action, target) { }
public CCFlipX3DState(CCFlipX3D action, CCNode target) : base(action, target) { }