Cocos2D.CCTransitionPageTurn
Class CCTransitionPageTurn
Namespace: Cocos2D
Assembly: Cocos2D.dll, cocos2d_mono.Core.Android.dll, cocos2d_mono.Core.DesktopGL.dll, cocos2d-mono.Core.iOS.dll, cocos2d_mono.Core.Linux.dll, cocos2d_mono.Core.macOS.dll, cocos2d_mono.Windows.dll, cocos2d_mono.DesktopGL.dll, cocos2d-mono.iOS.dll, cocos2d_mono.Linux.dll, cocos2d_mono.macOS.dll
@brief A transition which peels back the bottom right hand corner of a scene to transition to the scene beneath it simulating a page turn. This uses a 3DAction so it's strongly recommended that depth buffering is turned on in CCDirector using: CCDirector::sharedDirector()->setDepthBufferFormat(kDepthBuffer16); @since v0.8.2
public class CCTransitionPageTurn : CCTransitionScene, ICCSelectorProtocol, ICCFocusable, ICCTargetedTouchDelegate, ICCStandardTouchDelegate, ICCTouchDelegate, ICCKeypadDelegate, ICCKeyboardDelegate, ICCRGBAProtocol, IComparer<CCNode>
Inheritance
object ← CCNode ← CCScene ← CCTransitionScene ← CCTransitionPageTurn
Implements
ICCSelectorProtocol, ICCFocusable, ICCTargetedTouchDelegate, ICCStandardTouchDelegate, ICCTouchDelegate, ICCKeypadDelegate, ICCKeyboardDelegate, ICCRGBAProtocol, IComparer<CCNode>
Inherited Members
CCTransitionScene.m_bIsInSceneOnTop, CCTransitionScene.m_bIsSendCleanupToScene, CCTransitionScene.m_fDuration, CCTransitionScene.m_pInScene, CCTransitionScene.m_pOutScene, CCTransitionScene.Draw(), CCTransitionScene.OnEnter(), CCTransitionScene.OnExit(), CCTransitionScene.Cleanup(), CCTransitionScene.Reset(float, CCScene), CCTransitionScene.InitWithDuration(float, CCScene), CCTransitionScene.Finish(), CCTransitionScene.HideOutShowIn(), CCTransitionScene.SceneOrder(), CCTransitionScene.IsTransition, CCScene.Init(), CCScene.IsTransition, CCNode.kCCNodeTagInvalid, CCNode.m_bIgnoreAnchorPointForPosition, CCNode.m_sTransform, CCNode.m_bInverseDirty, CCNode.m_bRunning, CCNode.m_bTransformDirty, CCNode.m_bVisible, CCNode.m_bReorderChildDirty, CCNode.m_fRotationX, CCNode.m_fRotationY, CCNode.m_fScaleX, CCNode.m_fScaleY, CCNode.m_bWorldTransformIsDirty, CCNode.m_NodeToWorldTransform, CCNode.m_fSkewX, CCNode.m_fSkewY, CCNode.m_fVertexZ, CCNode.m_uOrderOfArrival, CCNode.m_pActionManager, CCNode.m_pCamera, CCNode.m_pChildren, CCNode.m_pChildrenByTag, CCNode.m_pGrid, CCNode.m_pParent, CCNode.m_pScheduler, CCNode.pDispatcher, CCNode.m_pUserData, CCNode.m_obAnchorPoint, CCNode.m_obAnchorPointInPoints, CCNode.m_obContentSize, CCNode.m_obPosition, CCNode._displayedOpacity, CCNode._realOpacity, CCNode._displayedColor, CCNode._realColor, CCNode._cascadeColorEnabled, CCNode._cascadeOpacityEnabled, CCNode.Init(), CCNode.Serialize(Stream), CCNode.Deserialize(Stream), CCNode.ConvertPointTo(ref CCPoint, CCNode), CCNode.GetBoundingBox(CCNode), CCNode.ForceTransformRefresh(), CCNode.Update(float), CCNode.GetPosition(out float, out float), CCNode.SetPosition(float, float), CCNode.ResetCleanState(), CCNode.Cleanup(), CCNode.GetChildByTag(int), CCNode.AddChild(CCNode), CCNode.AddChild(CCNode, int), CCNode.AddChild(CCNode, int, int), CCNode.RemoveFromParent(bool), CCNode.RemoveChild(CCNode, bool), CCNode.RemoveChildByTag(int), CCNode.RemoveChildByTag(int, bool), CCNode.RemoveAllChildrenByTag(int), CCNode.RemoveAllChildrenByTag(int, bool), CCNode.RemoveAllChildren(bool), CCNode.UpdateZOrderRange(), CCNode.ReorderChild(CCNode, int), CCNode.Compare(CCNode, CCNode), CCNode.SortAllChildren(), CCNode.Draw(), CCNode.UpdateGraphIndex(), CCNode.Visit(), CCNode.Visit(ref CCAffineTransform), CCNode.VisitRenderer(ref CCAffineTransform), CCNode.TransformAncestors(), CCNode.SetTransform(CCAffineTransform), CCNode.Transform(), CCNode.UpdateDisplayedColor(CCColor3B), CCNode.UpdateDisplayedOpacity(byte), CCNode.OnEnter(), CCNode.OnEnterTransitionDidFinish(), CCNode.AddedToScene(), CCNode.OnExitTransitionDidStart(), CCNode.OnExit(), CCNode.RunAction(CCAction), CCNode.StopAllActions(), CCNode.StopAction(CCAction), CCNode.StopAction(int), CCNode.GetAction(int), CCNode.NumberOfRunningActions(), CCNode.ScheduleUpdate(), CCNode.ScheduleUpdateWithPriority(int), CCNode.UnscheduleUpdate(), CCNode.Schedule(Action<float>), CCNode.Schedule(Action<float>, float), CCNode.Schedule(Action<float>, float, uint, float), CCNode.ScheduleOnce(Action<float>, float), CCNode.Unschedule(Action<float>), CCNode.UnscheduleAllSelectors(), CCNode.UnscheduleAll(), CCNode.Resume(), CCNode.ResumeSchedulerAndActions(), CCNode.Pause(), CCNode.PauseSchedulerAndActions(), CCNode.NodeToParentTransform(), CCNode.SetTransformIsDirty(), CCNode.SetWorldTransformIsDirty(), CCNode.UpdateTransform(), CCNode.ParentToNodeTransform(), CCNode.NodeToWorldTransform(), CCNode.WorldToNodeTransform(), CCNode.ConvertToNodeSpace(CCPoint), CCNode.ConvertToWorldSpace(CCPoint), CCNode.ConvertToNodeSpaceAr(CCPoint), CCNode.ConvertToWorldSpaceAr(CCPoint), CCNode.ConvertToWindowSpace(CCPoint), CCNode.ConvertTouchToNodeSpace(CCTouch), CCNode.ConvertTouchToNodeSpaceAr(CCTouch), CCNode.RegisterWithTouchDispatcher(), CCNode.TouchesBegan(List<CCTouch>), CCNode.TouchesMoved(List<CCTouch>), CCNode.TouchesEnded(List<CCTouch>), CCNode.TouchesCancelled(List<CCTouch>), CCNode.TouchBegan(CCTouch), CCNode.TouchMoved(CCTouch), CCNode.TouchEnded(CCTouch), CCNode.TouchCancelled(CCTouch), CCNode.KeyBackClicked(), CCNode.KeyMenuClicked(), CCNode.KeyPressed(Keys), CCNode.KeyReleased(Keys), CCNode.KeyboardCurrentState(KeyboardState), CCNode.OnGamePadTriggerUpdate(float, float, PlayerIndex), CCNode.OnGamePadStickUpdate(CCGameStickStatus, CCGameStickStatus, PlayerIndex), CCNode.OnGamePadDPadUpdate(CCGamePadButtonStatus, CCGamePadButtonStatus, CCGamePadButtonStatus, CCGamePadButtonStatus, PlayerIndex), CCNode.OnGamePadConnectionUpdate(PlayerIndex, bool), CCNode.OnGamePadButtonUpdate(CCGamePadButtonStatus, CCGamePadButtonStatus, CCGamePadButtonStatus, CCGamePadButtonStatus, CCGamePadButtonStatus, CCGamePadButtonStatus, CCGamePadButtonStatus, CCGamePadButtonStatus, CCGamePadButtonStatus, PlayerIndex), CCNode.Dispose(), CCNode.Dispose(bool), CCNode.CleanUpParentsProperly(), CCNode.Color, CCNode.DisplayedColor, CCNode.Opacity, CCNode.DisplayedOpacity, CCNode.IsOpacityModifyRGB, CCNode.CascadeColorEnabled, CCNode.CascadeOpacityEnabled, CCNode.IsSerializable, CCNode.HasFocus, CCNode.CanReceiveFocus, CCNode.Tag, CCNode.UserData, CCNode.UserObject, CCNode.SkewX, CCNode.SkewY, CCNode.LocalMaxZForChildren, CCNode.LocalMInZForChildren, CCNode.ZOrder, CCNode.VertexZ, CCNode.Rotation, CCNode.RotationX, CCNode.RotationY, CCNode.Scale, CCNode.ScaleX, CCNode.ScaleY, CCNode.Position, CCNode.PositionX, CCNode.PositionY, CCNode.Children, CCNode.ChildrenCount, CCNode.Camera, CCNode.Grid, CCNode.VisibleInParent, CCNode.Visible, CCNode.AnchorPointInPoints, CCNode.AnchorPoint, CCNode.ContentSizeInPixels, CCNode.ScaledContentSize, CCNode.ContentSize, CCNode.IsRunning, CCNode.Parent, CCNode.IgnoreAnchorPointForPosition, CCNode.WorldBoundingBox, CCNode.BoundingBoxTransformedToWorld, CCNode.AffineLocalTransform, CCNode.AffineWorldTransform, CCNode.BoundingBox, CCNode.BoundingBoxInPixels, CCNode.OrderOfArrival, CCNode.AdditionalTransform, CCNode.Name, CCNode.ActionManager, CCNode.Scheduler, CCNode.TouchMode, CCNode.TouchEnabled, CCNode.VisibleForTouches, CCNode.TouchPriority, CCNode.KeypadEnabled, CCNode.KeyboardEnabled, CCNode.KeyboardMode, CCNode.GamePadEnabled, object.GetType(), object.MemberwiseClone(), object.ToString(), object.Equals(object?), object.Equals(object?, object?), object.ReferenceEquals(object?, object?), object.GetHashCode()
Constructors
CCTransitionPageTurn()
public CCTransitionPageTurn()
CCTransitionPageTurn(float, CCScene, bool)
Creates a base transition with duration and incoming scene. If back is true then the effect is reversed to appear as if the incoming scene is being turned from left over the outgoing scene.
public CCTransitionPageTurn(float t, CCScene scene, bool backwards)
Parameters
t
float
scene
CCScene
backwards
bool
CCTransitionPageTurn()
public CCTransitionPageTurn()
CCTransitionPageTurn(float, CCScene, bool)
Creates a base transition with duration and incoming scene. If back is true then the effect is reversed to appear as if the incoming scene is being turned from left over the outgoing scene.
public CCTransitionPageTurn(float t, CCScene scene, bool backwards)
Parameters
t
float
scene
CCScene
backwards
bool
CCTransitionPageTurn()
public CCTransitionPageTurn()
CCTransitionPageTurn(float, CCScene, bool)
public CCTransitionPageTurn(float t, CCScene scene, bool backwards)
Parameters
t
float
scene
CCScene
backwards
bool
CCTransitionPageTurn()
public CCTransitionPageTurn()
CCTransitionPageTurn(float, CCScene, bool)
public CCTransitionPageTurn(float t, CCScene scene, bool backwards)
Parameters
t
float
scene
CCScene
backwards
bool
CCTransitionPageTurn()
public CCTransitionPageTurn()
CCTransitionPageTurn(float, CCScene, bool)
public CCTransitionPageTurn(float t, CCScene scene, bool backwards)
Parameters
t
float
scene
CCScene
backwards
bool
CCTransitionPageTurn()
public CCTransitionPageTurn()
CCTransitionPageTurn(float, CCScene, bool)
public CCTransitionPageTurn(float t, CCScene scene, bool backwards)
Parameters
t
float
scene
CCScene
backwards
bool
CCTransitionPageTurn()
public CCTransitionPageTurn()
CCTransitionPageTurn(float, CCScene, bool)
public CCTransitionPageTurn(float t, CCScene scene, bool backwards)
Parameters
t
float
scene
CCScene
backwards
bool
CCTransitionPageTurn()
public CCTransitionPageTurn()
CCTransitionPageTurn(float, CCScene, bool)
public CCTransitionPageTurn(float t, CCScene scene, bool backwards)
Parameters
t
float
scene
CCScene
backwards
bool
CCTransitionPageTurn()
public CCTransitionPageTurn()
CCTransitionPageTurn(float, CCScene, bool)
public CCTransitionPageTurn(float t, CCScene scene, bool backwards)
Parameters
t
float
scene
CCScene
backwards
bool
CCTransitionPageTurn()
public CCTransitionPageTurn()
CCTransitionPageTurn(float, CCScene, bool)
public CCTransitionPageTurn(float t, CCScene scene, bool backwards)
Parameters
t
float
scene
CCScene
backwards
bool
CCTransitionPageTurn()
public CCTransitionPageTurn()
CCTransitionPageTurn(float, CCScene, bool)
public CCTransitionPageTurn(float t, CCScene scene, bool backwards)
Parameters
t
float
scene
CCScene
backwards
bool
CCTransitionPageTurn()
public CCTransitionPageTurn()
CCTransitionPageTurn(float, CCScene, bool)
public CCTransitionPageTurn(float t, CCScene scene, bool backwards)
Parameters
t
float
scene
CCScene
backwards
bool
Fields
m_bBack
protected bool m_bBack
Field Value
m_bBack
protected bool m_bBack
Field Value
m_bBack
protected bool m_bBack
Field Value
m_bBack
protected bool m_bBack
Field Value
m_bBack
protected bool m_bBack
Field Value
m_bBack
protected bool m_bBack
Field Value
m_bBack
protected bool m_bBack
Field Value
m_bBack
protected bool m_bBack
Field Value
m_bBack
protected bool m_bBack
Field Value
m_bBack
protected bool m_bBack
Field Value
m_bBack
protected bool m_bBack
Field Value
m_bBack
protected bool m_bBack
Field Value
Methods
ActionWithSize(CCGridSize)
public CCActionInterval ActionWithSize(CCGridSize vector)
Parameters
vector
CCGridSize
Returns
ActionWithSize(CCGridSize)
public CCActionInterval ActionWithSize(CCGridSize vector)
Parameters
vector
CCGridSize
Returns
ActionWithSize(CCGridSize)
public CCActionInterval ActionWithSize(CCGridSize vector)
Parameters
vector
CCGridSize
Returns
ActionWithSize(CCGridSize)
public CCActionInterval ActionWithSize(CCGridSize vector)
Parameters
vector
CCGridSize
Returns
ActionWithSize(CCGridSize)
public CCActionInterval ActionWithSize(CCGridSize vector)
Parameters
vector
CCGridSize
Returns
ActionWithSize(CCGridSize)
public CCActionInterval ActionWithSize(CCGridSize vector)
Parameters
vector
CCGridSize
Returns
ActionWithSize(CCGridSize)
public CCActionInterval ActionWithSize(CCGridSize vector)
Parameters
vector
CCGridSize
Returns
ActionWithSize(CCGridSize)
public CCActionInterval ActionWithSize(CCGridSize vector)
Parameters
vector
CCGridSize
Returns
ActionWithSize(CCGridSize)
public CCActionInterval ActionWithSize(CCGridSize vector)
Parameters
vector
CCGridSize
Returns
ActionWithSize(CCGridSize)
public CCActionInterval ActionWithSize(CCGridSize vector)
Parameters
vector
CCGridSize
Returns
ActionWithSize(CCGridSize)
public CCActionInterval ActionWithSize(CCGridSize vector)
Parameters
vector
CCGridSize
Returns
ActionWithSize(CCGridSize)
public CCActionInterval ActionWithSize(CCGridSize vector)
Parameters
vector
CCGridSize
Returns
InitWithDuration(float, CCScene, bool)
Creates a base transition with duration and incoming scene. If back is true then the effect is reversed to appear as if the incoming scene is being turned from left over the outgoing scene.
public virtual bool InitWithDuration(float t, CCScene scene, bool backwards)
Parameters
t
float
scene
CCScene
backwards
bool
Returns
InitWithDuration(float, CCScene, bool)
Creates a base transition with duration and incoming scene. If back is true then the effect is reversed to appear as if the incoming scene is being turned from left over the outgoing scene.
public virtual bool InitWithDuration(float t, CCScene scene, bool backwards)
Parameters
t
float
scene
CCScene
backwards
bool
Returns
InitWithDuration(float, CCScene, bool)
public virtual bool InitWithDuration(float t, CCScene scene, bool backwards)
Parameters
t
float
scene
CCScene
backwards
bool
Returns
InitWithDuration(float, CCScene, bool)
public virtual bool InitWithDuration(float t, CCScene scene, bool backwards)
Parameters
t
float
scene
CCScene
backwards
bool
Returns
InitWithDuration(float, CCScene, bool)
public virtual bool InitWithDuration(float t, CCScene scene, bool backwards)
Parameters
t
float
scene
CCScene
backwards
bool
Returns
InitWithDuration(float, CCScene, bool)
public virtual bool InitWithDuration(float t, CCScene scene, bool backwards)
Parameters
t
float
scene
CCScene
backwards
bool
Returns
InitWithDuration(float, CCScene, bool)
public virtual bool InitWithDuration(float t, CCScene scene, bool backwards)
Parameters
t
float
scene
CCScene
backwards
bool
Returns
InitWithDuration(float, CCScene, bool)
public virtual bool InitWithDuration(float t, CCScene scene, bool backwards)
Parameters
t
float
scene
CCScene
backwards
bool
Returns
InitWithDuration(float, CCScene, bool)
public virtual bool InitWithDuration(float t, CCScene scene, bool backwards)
Parameters
t
float
scene
CCScene
backwards
bool
Returns
InitWithDuration(float, CCScene, bool)
public virtual bool InitWithDuration(float t, CCScene scene, bool backwards)
Parameters
t
float
scene
CCScene
backwards
bool
Returns
InitWithDuration(float, CCScene, bool)
public virtual bool InitWithDuration(float t, CCScene scene, bool backwards)
Parameters
t
float
scene
CCScene
backwards
bool
Returns
InitWithDuration(float, CCScene, bool)
public virtual bool InitWithDuration(float t, CCScene scene, bool backwards)
Parameters
t
float
scene
CCScene
backwards
bool
Returns
OnEnter()
public override void OnEnter()
OnEnter()
public override void OnEnter()
OnEnter()
public override void OnEnter()
OnEnter()
public override void OnEnter()
OnEnter()
public override void OnEnter()
OnEnter()
public override void OnEnter()
OnEnter()
public override void OnEnter()
OnEnter()
public override void OnEnter()
OnEnter()
public override void OnEnter()
OnEnter()
public override void OnEnter()
OnEnter()
public override void OnEnter()
OnEnter()
public override void OnEnter()
SceneOrder()
protected override void SceneOrder()
SceneOrder()
protected override void SceneOrder()
SceneOrder()
protected override void SceneOrder()
SceneOrder()
protected override void SceneOrder()
SceneOrder()
protected override void SceneOrder()
SceneOrder()
protected override void SceneOrder()
SceneOrder()
protected override void SceneOrder()
SceneOrder()
protected override void SceneOrder()
SceneOrder()
protected override void SceneOrder()
SceneOrder()
protected override void SceneOrder()
SceneOrder()
protected override void SceneOrder()
SceneOrder()
protected override void SceneOrder()