EZTransition Class Reference

List of all members.

Public Member Functions

delegate void OnTransitionEndDelegate (EZTransition transition)
void AddTransitionEndDelegate (OnTransitionEndDelegate del)
 Adds a delegate to be called when the transition is completed. NOTE: This will be called when all non-looping elements have finished.
void RemoveTransitionEndDelegate (OnTransitionEndDelegate del)
 Removes the specified delegate from the list of those to be called upon completion of a transition.
void Copy (EZTransition src)
 Causes this transition to become a copy of the specified transition. The name is not copied - just the design-time parameters, save for the initialization flag for obvious reasons. i.e. the animationTypes list and animParams. This also sets the transition's "initialized" setting to false which tells us it no longer holds its "own" unique values, but rather is a clone of another transition.
void AddSubSubject (GameObject go)
 Adds a subject to the subjects list.
void RemoveSubSubject (GameObject go)
 Removes a subject from the transition.
void Start ()
 Starts the transition.
void End ()
 Ends the transition's elements prematurely.
void StopSafe ()
 Stops this transition's elements safely. That is, if any elements are of the "By" mode, then are ended (End()), or else they are simply stopped (Stop()).
void Pause ()
 Pauses all running transition elements.
void Unpause ()
 Unpauses all running transition elements.
bool IsRunning ()
 Returns whether the transition is currently running (has any active elements remaining). Infinitely looping elements are ignored here.
bool IsRunningAtAll ()
 Returns whether the transition is currently running (has any active elements remaining). Infinitely looping elements are included in the check.
int Add ()
 Adds a new transition element.
AnimParams AddElement (EZAnimation.ANIM_TYPE type)
 Adds a new transition element of the specified type.
void Remove (int index)
 Removes the specified transition element.
void SetElementType (int index, EZAnimation.ANIM_TYPE type)
 Sets the animation type of the element specified by index.

Properties

EZLinkedList< EZLinkedListNode
< GameObject > > 
SubSubjects [get]
 Accessor of the list of subjects subordinate to the main subject of the transition.
GameObject MainSubject [get, set]
 Sets the main, primary subject of this transition. For most transition elements, this is the only object that will be concerned. For others, such as FadeSprite, sub-objects will also be subjects.

Detailed Description

A sort of macro class which contains a list of animations to carry out at once.


Member Function Documentation

int EZTransition.Add (  ) 

Adds a new transition element.

Returns:
Returns the index of the newly created element.
AnimParams EZTransition.AddElement ( EZAnimation.ANIM_TYPE  type  ) 

Adds a new transition element of the specified type.

Parameters:
type An enum value indicating the element type.
Returns:
A reference to the AnimParams object that will contain information about the transition element.
void EZTransition.AddSubSubject ( GameObject  go  ) 

Adds a subject to the subjects list.

Parameters:
go GameObject that shall be a subject of the transition.
void EZTransition.AddTransitionEndDelegate ( OnTransitionEndDelegate  del  ) 

Adds a delegate to be called when the transition is completed. NOTE: This will be called when all non-looping elements have finished.

Parameters:
del Delegate to be called.
void EZTransition.Copy ( EZTransition  src  ) 

Causes this transition to become a copy of the specified transition. The name is not copied - just the design-time parameters, save for the initialization flag for obvious reasons. i.e. the animationTypes list and animParams. This also sets the transition's "initialized" setting to false which tells us it no longer holds its "own" unique values, but rather is a clone of another transition.

Parameters:
src Reference to the transition to be copied.
void EZTransition.End (  ) 

Ends the transition's elements prematurely.

bool EZTransition.IsRunning (  ) 

Returns whether the transition is currently running (has any active elements remaining). Infinitely looping elements are ignored here.

Returns:
True if any non-looping elements are still running. False otherwise.
bool EZTransition.IsRunningAtAll (  ) 

Returns whether the transition is currently running (has any active elements remaining). Infinitely looping elements are included in the check.

Returns:
True if any elements at all are still running. False otherwise.
delegate void EZTransition.OnTransitionEndDelegate ( EZTransition  transition  ) 

Definition for a delegate that is called when a transition completes.

Parameters:
transition Receives a reference to the transition that has ended.
void EZTransition.Pause (  ) 

Pauses all running transition elements.

void EZTransition.Remove ( int  index  ) 

Removes the specified transition element.

Parameters:
index Index of the transition element to be removed.
void EZTransition.RemoveSubSubject ( GameObject  go  ) 

Removes a subject from the transition.

Parameters:
go GameObject to remove.
void EZTransition.RemoveTransitionEndDelegate ( OnTransitionEndDelegate  del  ) 

Removes the specified delegate from the list of those to be called upon completion of a transition.

Parameters:
del The delegate to be removed.
void EZTransition.SetElementType ( int  index,
EZAnimation.ANIM_TYPE  type 
)

Sets the animation type of the element specified by index.

Parameters:
index Index of the element.
type Type to set the element to.
void EZTransition.Start (  ) 

Starts the transition.

void EZTransition.StopSafe (  ) 

Stops this transition's elements safely. That is, if any elements are of the "By" mode, then are ended (End()), or else they are simply stopped (Stop()).

void EZTransition.Unpause (  ) 

Unpauses all running transition elements.


Property Documentation

GameObject EZTransition.MainSubject [get, set]

Sets the main, primary subject of this transition. For most transition elements, this is the only object that will be concerned. For others, such as FadeSprite, sub-objects will also be subjects.

EZLinkedList<EZLinkedListNode<GameObject> > EZTransition.SubSubjects [get]

Accessor of the list of subjects subordinate to the main subject of the transition.


The documentation for this class was generated from the following file:

Generated on Thu Sep 8 16:31:16 2011 for EZ GUI by  doxygen 1.6.1