Nez.Portable/ECS/Components/Renderables/Sprites/SpriteTrail.cs
/// <summary>
/// disables the SpriteTrail optionally waiting for the current trail to fade out first
/// </summary>
/// <param name="completeCurrentTrail">If set to <c>true</c> complete current trail.</param>
disables the SpriteTrail optionally waiting for the current trail to fade out first
disables the SpriteTrail optionally waiting for the current trail to fade out first
public void disableSpriteTrail(bool completeCurrentTrail = true)
        {
            if (completeCurrentTrail)
            {
                _awaitingDisable = true;
            }
            else
            {
                enabled = false;
                for (var i = 0; i < _liveSpriteTrailInstances.Count; i++)
                    _availableSpriteTrailInstances.Push(_liveSpriteTrailInstances[i]);
                _liveSpriteTrailInstances.Clear();
            }
        }
public void disableSpriteTrail ( bool completeCurrentTrail = true ) { if ( completeCurrentTrail ) { _awaitingDisable = true ; } else { enabled = false ; for ( var i = 0 ; i < _liveSpriteTrailInstances . Count ; i ++ ) _availableSpriteTrailInstances . Push ( _liveSpriteTrailInstances [ i ] ) ; _liveSpriteTrailInstances . Clear ( ) ; } }
disables the SpriteTrail optionally waiting for the current trail to fade out first
disables the SpriteTrail optionally waiting for the current trail to fade out first
completeCurrentTrail
bool
If set to true
If set to true