本文整理汇总了C#中cocos2d.CCNode.RunAction方法的典型用法代码示例。如果您正苦于以下问题:C# CCNode.RunAction方法的具体用法?C# CCNode.RunAction怎么用?C# CCNode.RunAction使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类cocos2d.CCNode
的用法示例。
在下文中一共展示了CCNode.RunAction方法的7个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。
示例1: OnEnter
public override void OnEnter()
{
base.OnEnter();
CCSize s = CCDirector.SharedDirector.WinSize;
// the root object just rotates around
m_root = new CCSprite(s_pPathR1);
AddChild(m_root, 1);
m_root.Position = new CCPoint(s.Width / 2, s.Height / 2);
// the target object is offset from root, and the streak is moved to follow it
m_target = new CCSprite(s_pPathR1);
m_root.AddChild(m_target);
m_target.Position = new CCPoint(s.Width / 4, 0);
// create the streak object and add it to the scene
streak = CCMotionStreak.Create(2, 3, 32, CCTypes.CCGreen, s_streak);
streak.FastMode = true;
AddChild(streak);
// schedule an update on each frame so we can syncronize the streak with the target
Schedule(onUpdate);
var a1 = new CCRotateBy (2, 360);
var action1 = new CCRepeatForever (a1);
var motion = new CCMoveBy (2, new CCPoint(100, 0));
m_root.RunAction(new CCRepeatForever ((CCActionInterval)CCSequence.FromActions(motion, motion.Reverse())));
m_root.RunAction(action1);
var colorAction = new CCRepeatForever ((CCActionInterval)
CCSequence.FromActions(
new CCTintTo (0.2f, 255, 0, 0),
new CCTintTo (0.2f, 0, 255, 0),
new CCTintTo (0.2f, 0, 0, 255),
new CCTintTo (0.2f, 0, 255, 255),
new CCTintTo (0.2f, 255, 255, 0),
new CCTintTo (0.2f, 255, 0, 255),
new CCTintTo (0.2f, 255, 255, 255)
)
);
streak.RunAction(colorAction);
}
示例2: TextLayer
public TextLayer()
{
InitWithColor(CCTypes.CreateColor(32, 32, 32, 255));
float x, y;
CCSize size = CCDirector.SharedDirector.WinSize;
x = size.Width;
y = size.Height;
CCNode node = new CCNode ();
CCActionInterval effect = getAction();
node.RunAction(effect);
AddChild(node, 0, EffectTestScene.kTagBackground);
CCSprite bg = new CCSprite(TestResource.s_back3);
node.AddChild(bg, 0);
bg.AnchorPoint = new CCPoint(0.5f, 0.5f);
bg.Position = new CCPoint(size.Width / 2, size.Height / 2);
CCSprite grossini = new CCSprite(TestResource.s_pPathSister2);
node.AddChild(grossini, 1);
grossini.Position = new CCPoint(x / 3, y / 2);
CCActionInterval sc = new CCScaleBy(2, 5);
CCFiniteTimeAction sc_back = sc.Reverse();
grossini.RunAction(new CCRepeatForever ((CCActionInterval)(CCSequence.FromActions(sc, sc_back))));
//grossini.runAction(effect);
CCSprite tamara = new CCSprite(TestResource.s_pPathSister1);
node.AddChild(tamara, 1);
tamara.Position = new CCPoint(2 * x / 3, y / 2);
CCActionInterval sc2 = new CCScaleBy(2, 5);
CCFiniteTimeAction sc2_back = sc2.Reverse();
tamara.RunAction(new CCRepeatForever ((CCActionInterval)(CCSequence.FromActions(sc2, sc2_back))));
CCLabelTTF label = new CCLabelTTF(EffectTestScene.effectsList[EffectTestScene.actionIdx], "arial", 32);
label.Position = new CCPoint(x / 2, y - 80);
AddChild(label);
label.Tag = EffectTestScene.kTagLabel;
CCMenuItemImage item1 = new CCMenuItemImage(TestResource.s_pPathB1, TestResource.s_pPathB2, backCallback);
CCMenuItemImage item2 = new CCMenuItemImage(TestResource.s_pPathR1, TestResource.s_pPathR2, restartCallback);
CCMenuItemImage item3 = new CCMenuItemImage(TestResource.s_pPathF1, TestResource.s_pPathF2, nextCallback);
CCMenu menu = new CCMenu(item1, item2, item3);
menu.Position = new CCPoint(0, 0);
item1.Position = new CCPoint(size.Width / 2 - 100, 30);
item2.Position = new CCPoint(size.Width / 2, 30);
item3.Position = new CCPoint(size.Width / 2 + 100, 30);
AddChild(menu, 1);
Schedule(checkAnim);
}
示例3: SpriteZVertex
public SpriteZVertex()
{
//
// This test tests z-order
// If you are going to use it is better to use a 3D projection
//
// WARNING:
// The developer is resposible for ordering it's sprites according to it's Z if the sprite has
// transparent parts.
//
m_dir = 1;
m_time = 0;
CCSize s = CCDirector.SharedDirector.WinSize;
float step = s.Width / 12;
CCNode node = new CCNode ();
// camera uses the center of the image as the pivoting point
node.ContentSize = (new CCSize(s.Width, s.Height));
node.AnchorPoint = (new CCPoint(0.5f, 0.5f));
node.Position = (new CCPoint(s.Width / 2, s.Height / 2));
AddChild(node, 0);
for (int i = 0; i < 5; i++)
{
CCSprite sprite = new CCSprite("Images/grossini_dance_atlas", new CCRect(85 * 0, 121 * 1, 85, 121));
sprite.Position = (new CCPoint((i + 1) * step, s.Height / 2));
sprite.VertexZ = (10 + i * 40);
node.AddChild(sprite, 0);
}
for (int i = 5; i < 11; i++)
{
CCSprite sprite = new CCSprite("Images/grossini_dance_atlas", new CCRect(85 * 1, 121 * 0, 85, 121));
sprite.Position = (new CCPoint((i + 1) * step, s.Height / 2));
sprite.VertexZ = 10 + (10 - i) * 40;
node.AddChild(sprite, 0);
}
node.RunAction(new CCOrbitCamera(10, 1, 0, 0, 360, 0, 0));
}
示例4: bugMe
public void bugMe(CCNode node)
{
node.StopAllActions(); //After this stop next action not working, if remove this stop everything is working
node.RunAction(new CCScaleTo(2, 2));
}
示例5: repeatForever
public void repeatForever(CCNode pSender)
{
var repeat = new CCRepeatForever (new CCRotateBy (1.0f, 360));
pSender.RunAction(repeat);
}
示例6: SetAnimatedProperty
private void SetAnimatedProperty(string pPropName, CCNode node, object pValue, float fTweenDuraion)
{
if (fTweenDuraion > 0)
{
// Create a fake keyframe to generate the action from
var kf1 = new CCBKeyframe();
kf1.Value = pValue;
kf1.Time = fTweenDuraion;
kf1.EasingType = kCCBKeyframeEasing.kCCBKeyframeEasingLinear;
// Animate
CCActionInterval tweenAction = GetAction(null, kf1, pPropName, node);
node.RunAction(tweenAction);
}
else
{
// Just set the value
if (pPropName == "position")
{
// Get position type
var array = (List<CCBValue>) GetBaseValue(node, pPropName);
var type = (kCCBPositionType) array[2].GetIntValue();
// Get relative position
var value = (List<CCBValue>) pValue;
float x = value[0].GetFloatValue();
float y = value[1].GetFloatValue();
node.Position = CCBHelper.GetAbsolutePosition(new CCPoint(x, y), type, GetContainerSize(node.Parent), pPropName);
}
else if (pPropName == "scale")
{
// Get scale type
var array = (List<CCBValue>) GetBaseValue(node, pPropName);
var type = (kCCBScaleType) array[2].GetIntValue();
// Get relative scale
var value = (List<CCBValue>) pValue;
float x = value[0].GetFloatValue();
float y = value[1].GetFloatValue();
CCBHelper.SetRelativeScale(node, x, y, type, pPropName);
}
else
{
// [node setValue:value forKey:name];
// TODO only handle rotation, opacity, displayFrame, color
if (pPropName == "rotation")
{
float rotate = ((CCBValue) pValue).GetFloatValue();
node.Rotation = rotate;
}
else if (pPropName == "opacity")
{
byte opacity = ((CCBValue) pValue).GetByteValue();
((ICCRGBAProtocol) node).Opacity = opacity;
}
else if (pPropName == "displayFrame")
{
((CCSprite) node).DisplayFrame = (CCSpriteFrame) pValue;
}
else if (pPropName == "color")
{
var color = (ccColor3BWapper) pValue;
((CCSprite) node).Color = color.getColor();
}
else
{
CCLog.Log("unsupported property name is {0}", pPropName);
Debug.Assert(false, "unsupported property now");
}
}
}
}
示例7: RunAction
private void RunAction(CCNode node, CCBSequenceProperty pSeqProp, float fTweenDuration)
{
List<CCBKeyframe> keyframes = pSeqProp.Keyframes;
int numKeyframes = keyframes.Count;
if (numKeyframes > 1)
{
// Make an animation!
var actions = new List<CCFiniteTimeAction>();
CCBKeyframe keyframeFirst = keyframes[0];
float timeFirst = keyframeFirst.Time + fTweenDuration;
if (timeFirst > 0)
{
actions.Add(new CCDelayTime (timeFirst));
}
for (int i = 0; i < numKeyframes - 1; ++i)
{
CCBKeyframe kf0 = keyframes[i];
CCBKeyframe kf1 = keyframes[i + 1];
CCActionInterval action = GetAction(kf0, kf1, pSeqProp.Name, node);
if (action != null)
{
// Apply easing
action = GetEaseAction(action, kf0.EasingType, kf0.EasingOpt);
actions.Add(action);
}
}
if (actions.Count > 1)
{
CCFiniteTimeAction seq = CCSequence.FromActions(actions.ToArray());
node.RunAction(seq);
}
else
{
node.RunAction(actions[0]);
}
}
}