cocos3d
2.0.0
|
Classes | |
class | CC3ActionRangeLimit |
class | CC3Animate |
class | CC3AnimationBlendingFadeTrackTo |
class | CC3AnimationBlendingSetTrackTo |
class | CC3AnimationCrossFade |
class | CC3DisableAnimationTrack |
class | CC3EnableAnimationTrack |
class | CC3MoveBy |
class | CC3MoveDirectionallyBy |
class | CC3MoveForwardBy |
class | CC3MoveRightBy |
class | CC3MoveTo |
class | CC3MoveUpBy |
class | CC3Remove |
class | CC3RotateBy |
class | CC3RotateByAngle |
class | CC3RotateTo |
class | CC3RotateToAngle |
class | CC3RotateToLookAt |
class | CC3RotateToLookTowards |
class | CC3ScaleBy |
class | CC3ScaleTo |
class | CC3TintAmbientTo |
class | CC3TintDiffuseTo |
class | CC3TintEmissionTo |
class | CC3TintSpecularTo |
class | CC3TintTo |
class | CC3TransformBy |
class | CC3TransformTo |
class | CC3TransformVectorAction |
category | CCAction(CC3) |
enum CC3ActionTag |
Constants for use as action tags to identify an action of a particular type on a node.
Assigning a tag to an action allows one type of action on a node to be stopped, while allowing other actions on that node to continue. For instance, a node might be both moving and fading in concurrently. If the movement is altered by a user interaction, it might be desirable to stop the movement action and replace it, without affecting the fade action. Using a tag to identify the movement action allows it to be retrieved and stopped (via stopActionByTag:) without affecting the fade action.
You can use the CC3Node convenience method to stop any existing action on a node with a particular tag, assign the tag to the new action, and run that action instead.