/**
  * Creates a new GeneralScene.
  *
  * @param type
  *            the type of the scene
  * @param id
  *            the id of the scene
  */
 protected GeneralScene(GeneralSceneSceneType type, string id)
 {
     this.type     = type;
     this.id       = id;
     name          = "";
     documentation = null;
     resources     = new List <ResourcesUni>();
 }
 /**
  * Creates a new GeneralScene.
  *
  * @param type
  *            the type of the scene
  * @param id
  *            the id of the scene
  */
 protected GeneralScene(GeneralSceneSceneType type, string id)
 {
     this.type = type;
     this.id = id;
     name = "";
     documentation = null;
     resources = new List<ResourcesUni>();
 }
示例#3
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 /**
  * Creates a new cutscene
  *
  * @param type
  *            The type of the scene
  * @param id
  *            The id of the scene
  */
 protected Cutscene(GeneralSceneSceneType type, string id) : base(type, id)
 {
     effects        = new Effects();
     destinyX       = int.MinValue;
     destinyY       = int.MaxValue;
     transitionType = NextSceneEnumTransitionType.NO_TRANSITION;
     transitionTime = 0;
     next           = GOBACK;
 }
示例#4
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 /**
  * Creates a new cutscene
  *
  * @param type
  *            The type of the scene
  * @param id
  *            The id of the scene
  */
 protected Cutscene(GeneralSceneSceneType type, string id)
     : base(type, id)
 {
     effects = new Effects();
     destinyX = int.MinValue;
     destinyY = int.MaxValue;
     transitionType = NextSceneEnumTransitionType.NO_TRANSITION;
     transitionTime = 0;
     next = GOBACK;
 }
示例#5
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        /**
         * Creates a new cutscene
         *
         * @param type
         *            The type of the scene
         * @param id
         *            The id of the scene
         */
        protected Cutscene(GeneralSceneSceneType type, string id) : base(type, id)
        {
            //## xapi def ##
            this.xapiClass = "accesible";
            this.xapiType  = "cutscene";

            effects        = new Effects();
            destinyX       = int.MinValue;
            destinyY       = int.MaxValue;
            transitionType = TransitionType.NoTransition;
            transitionTime = 0;
            next           = GOBACK;
        }