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. |
A sort of macro class which contains a list of animations to carry out at once.
int EZTransition.Add | ( | ) |
Adds a new transition element.
AnimParams EZTransition.AddElement | ( | EZAnimation.ANIM_TYPE | type | ) |
Adds a new transition element of the specified type.
type | An enum value indicating the element type. |
void EZTransition.AddSubSubject | ( | GameObject | go | ) |
Adds a subject to the subjects list.
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.
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.
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.
bool EZTransition.IsRunningAtAll | ( | ) |
Returns whether the transition is currently running (has any active elements remaining). Infinitely looping elements are included in the check.
delegate void EZTransition.OnTransitionEndDelegate | ( | EZTransition | transition | ) |
Definition for a delegate that is called when a transition completes.
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.
index | Index of the transition element to be removed. |
void EZTransition.RemoveSubSubject | ( | GameObject | go | ) |
Removes a subject from the transition.
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.
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.
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.
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.