public void Init(int idx, AnimCompletedDelegate del)
{
endDelegate = del;
index = idx;
List<SuperSpriteAnimElement> anims = new List<SuperSpriteAnimElement>();
for (int i = 0; i < spriteAnims.Length; ++i)
if (spriteAnims[i] != null)
if (spriteAnims[i].sprite != null)
{
spriteAnims[i].Init();
// Only save the ones that are valid
// so we don't have to check them
// constantly later on:
anims.Add(spriteAnims[i]);
// Hide each sprite by default:
HideSprite(spriteAnims[i].sprite, true);
}
spriteAnims = anims.ToArray();
}