public CCSpawnState(CCSpawn action, CCNode target) : base(action, target) { ActionOne = action.ActionOne; ActionTwo = action.ActionTwo; ActionStateOne = (CCFiniteTimeActionState)ActionOne.StartAction(target); ActionStateTwo = (CCFiniteTimeActionState)ActionTwo.StartAction(target); }
protected internal override void Step(float dt) { InnerActionState.Step(dt); if (InnerActionState.IsDone) { float diff = InnerActionState.Elapsed - InnerActionState.Duration; InnerActionState = (CCFiniteTimeActionState)InnerAction.StartAction(Target); InnerActionState.Step(0f); InnerActionState.Step(diff); } }
protected internal override void Step (float dt) { InnerActionState.Step (dt); if (InnerActionState.IsDone) { float diff = InnerActionState.Elapsed - InnerActionState.Duration; InnerActionState = (CCFiniteTimeActionState)InnerAction.StartAction (Target); InnerActionState.Step (0f); InnerActionState.Step (diff); } }
public CCRepeatForeverState (CCRepeatForever action, CCNode target) : base (action, target) { InnerAction = action.InnerAction; InnerActionState = (CCFiniteTimeActionState)InnerAction.StartAction (target); }
public CCReverseTimeState(CCReverseTime action, CCNode target) : base(action, target) { Other = action.Other; OtherState = (CCFiniteTimeActionState)Other.StartAction(target); }
public CCReverseTimeState (CCReverseTime action, CCNode target) : base (action, target) { Other = action.Other; OtherState = (CCFiniteTimeActionState)Other.StartAction (target); }
public CCRepeatForeverState(CCRepeatForever action, CCNode target) : base(action, target) { InnerAction = action.InnerAction; InnerActionState = (CCFiniteTimeActionState)InnerAction.StartAction(target); }
public CCSpawnState (CCSpawn action, CCNode target) : base (action, target) { ActionOne = action.ActionOne; ActionTwo = action.ActionTwo; ActionStateOne = (CCFiniteTimeActionState)ActionOne.StartAction (target); ActionStateTwo = (CCFiniteTimeActionState)ActionTwo.StartAction (target); }