public static LTransition NewCross(int c, LTexture texture) { if (GLEx.Self != null) { LTransition transition = new LTransition(); transition.SetTransitionListener(new _Cross(c, texture)); transition.SetDisplayGameUI(true); transition.code = 1; return transition; } return null; }
public static LTransition NewCross(int c, LTexture texture) { if (GLEx.Self != null) { LTransition transition = new LTransition(); transition.SetTransitionListener(new _Cross(c, texture)); transition.SetDisplayGameUI(true); transition.code = 1; return(transition); } return(null); }
public static LTransition NewEmpty() { if (GLEx.Self != null) { LTransition transition = new LTransition(); transition.SetTransitionListener(new _Empty()); transition.SetDisplayGameUI(false); transition.code = 0; return(transition); } return(null); }
public static LTransition NewPShadow(PShadowEffect effect) { if (GLEx.Self != null) { LTransition transition = new LTransition(); transition.SetTransitionListener(new _PShadow(effect)); transition.SetDisplayGameUI(true); transition.code = 1; return(transition); } return(null); }
public static LTransition NewCycle(int type) { if (GLEx.Self != null) { LTransition transition = new LTransition(); transition.SetTransitionListener(new _Cycle(type)); transition.SetDisplayGameUI(false); transition.code = 0; return(transition); } return(null); }
public static LTransition NewFade(int type, LColor c) { if (GLEx.Self != null) { LTransition transition = new LTransition(); transition.SetTransitionListener(new _Fade(type, c)); transition.SetDisplayGameUI(true); transition.code = 1; return(transition); } return(null); }
public static LTransition NewArc(LColor c) { if (GLEx.Self != null) { LTransition transition = new LTransition(); transition.SetTransitionListener(new _Arc(c)); transition.SetDisplayGameUI(true); transition.code = 1; return transition; } return null; }
public static LTransition NewEmpty() { if (GLEx.Self != null) { LTransition transition = new LTransition(); transition.SetTransitionListener(new _Empty()); transition.SetDisplayGameUI(false); transition.code = 0; return transition; } return null; }
public static LTransition NewPShadow(PShadowEffect effect) { if (GLEx.Self != null) { LTransition transition = new LTransition(); transition.SetTransitionListener(new _PShadow(effect)); transition.SetDisplayGameUI(true); transition.code = 1; return transition; } return null; }
public static LTransition NewCycle(int type) { if (GLEx.Self != null) { LTransition transition = new LTransition(); transition.SetTransitionListener(new _Cycle(type)); transition.SetDisplayGameUI(false); transition.code = 0; return transition; } return null; }