CocosSharp.CCNode: Method Members

The methods of CocosSharp.CCNode are listed below. For a list of all members, see the CCNode Members list.

See Also: Inherited members from System.Object

Public Methods

AddAction(CCAction, bool)
Adds the specified action to the node.
AddActions(bool, params CCFiniteTimeAction[])
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AddChild(CCNode)
Adds a child to the container with z order and tag
AddChild(CCNode, int)
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AddChild(CCNode, int, int)
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AddCustomEventListener(string, Action<CCEventCustom>) : CCEventListenerCustom
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AddEventListener(CCEventListener, CCNode)
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AddEventListener(CCEventListener, int)
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Cleanup()
Stops all running actions and schedulers
CompareTo(CCNode) : int
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ConvertToWorldspace(CCPoint) : CCPoint
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ConvertToWorldspace(CCRect) : CCRect
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Deserialize(System.IO.Stream)
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DispatchEvent(CCEvent)
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DispatchEvent(string, object)
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Dispose()
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Finalize()
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GetAction(int) : CCAction
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GetActionState(int) : CCActionState
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GetChildByTag(int) : CCNode
Gets a child from the container with its tag
KeyBackClicked()
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KeyMenuClicked()
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OnEnter()
Event callback that is invoked every time when enters the 'stage'. If the enters the 'stage' with a transition, this event is called when the transition starts. During onEnter you can't access a "sister/brother" node. If you override onEnter, you shall call its parent's one, e.g., Node::onEnter().
OnEnterTransitionDidFinish()
Event callback that is invoked when the enters in the 'stage'. If the enters the 'stage' with a transition, this event is called when the transition finishes. If you override onEnterTransitionDidFinish, you shall call its parent's one, e.g. Node::onEnterTransitionDidFinish()
OnExit()
Event callback that is invoked every time the leaves the 'stage'. If the leaves the 'stage' with a transition, this event is called when the transition finishes. During onExit you can't access a sibling node. If you override onExit, you shall call its parent's one, e.g., Node::onExit().
OnExitTransitionDidStart()
Event callback that is called every time the leaves the 'stage'. If the leaves the 'stage' with a transition, this callback is called when the transition starts.
Pause()
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PauseListeners(bool)
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PauseListeners(CCNode, bool)
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RemoveAllChildren(bool)
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RemoveAllChildrenByTag(int, bool)
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RemoveAllListeners()
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RemoveChild(CCNode, bool)
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RemoveChildByTag(int, bool)
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RemoveEventListener(CCEventListener)
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RemoveEventListeners(CCEventListenerType)
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RemoveEventListeners(bool)
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RemoveEventListeners(CCNode, bool)
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RemoveFromParent(bool)
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ReorderChild(CCNode, int)
Reorders a child according to a new z value.
Repeat(uint, CCFiniteTimeAction) : CCActionState
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Repeat(uint, params CCFiniteTimeAction[]) : CCActionState
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RepeatForever(CCFiniteTimeAction) : CCActionState
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RepeatForever(params CCFiniteTimeAction[]) : CCActionState
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Resume()
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ResumeListeners(bool)
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ResumeListeners(CCNode, bool)
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RunAction(CCAction) : CCActionState
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RunActions(params CCFiniteTimeAction[]) : CCActionState
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Schedule()
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Schedule(Action<float>)
Schedules a custom selector, the scheduled selector will be ticked every frame schedule(SEL_SCHEDULE, float, unsigned int, float)
Schedule(int)
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Schedule(Action<float>, float)
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Schedule(Action<float>, float, uint, float)
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ScheduleOnce(Action<float>, float)
Schedules a selector that runs only once, with a delay of 0 or larger schedule(SEL_SCHEDULE, float, unsigned int, float)
ScreenToWorldspace(CCPoint) : CCPoint
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Serialize(System.IO.Stream)
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SetListenerPriority(CCEventListener, int)
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SortAllChildren()
Sorts the children array once before drawing, instead of every time when a child is added or reordered. This appraoch can improves the performance massively. Don't call this manually unless a child added needs to be removed in the same frame
StopAction(CCActionState)
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StopAction(int)
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StopAllActions()
Stops and removes all actions from the running action list .
Transform()
Performs OpenGL view-matrix transformation based on position, scale, rotation and other attributes.
TransformAncestors()
Performs OpenGL view-matrix transformation of it's ancestors. Generally the ancestors are already transformed, but in certain cases (eg: attaching a FBO) It's necessary to transform the ancestors again.
Unschedule()
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Unschedule(Action<float>)
Unschedules a custom selector. schedule(SEL_SCHEDULE, float, unsigned int, float)
UnscheduleAll()
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Update(float)
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UpdateColor()
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UpdateDisplayedColor(CCColor3B)
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Visit()
Visits this node's children and draw them recursively.
WorldToParentspace(CCPoint) : CCPoint
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Protected Methods

AddedToScene()
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DisableCascadeColor()
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DisableCascadeOpacity()
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Dispose(bool)
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Draw()
Override this method to draw your own node. The following GL states will be enabled by default:
ParentUpdatedTransform()
Method invoked when local transformation has changed.
ResetCleanState()
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UpdateCascadeColor()
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UpdateCascadeOpacity()
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UpdateDisplayedOpacity(byte)
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UpdateTransform()
Calls children's updateTransform() method recursively.
ViewportChanged()
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VisibleBoundsChanged()
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