2018-05-10 00:58:43 +08:00
										 
									 
								 
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								#include "..\e2daction.h"
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								#include "..\e2dnode.h"
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								e2d::Animate::Animate() 
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									: _frameIndex(0)
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									, _animation(nullptr)
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								{
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								}
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								e2d::Animate::Animate(Animation * animation)
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									: _frameIndex(0)
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									, _animation(nullptr)
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								{
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									this->setAnimation(animation);
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								}
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								e2d::Animate::~Animate()
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								{
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									GC::getInstance()->safeRelease(_animation);
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								}
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								e2d::Animation * e2d::Animate::getAnimation() const
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								{
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									return _animation;
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								}
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								void e2d::Animate::setAnimation(Animation * animation)
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								{
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									if (animation && animation != _animation)
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									{
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										if (_animation) _animation->release();
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										_animation = animation;
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										_animation->retain();
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									}
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								}
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								void e2d::Animate::_init()
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								{
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									Action::_init();
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									auto target = dynamic_cast<Sprite*>(_target);
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									if (target && _animation)
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									{
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										target->open(_animation->getFrames()[_frameIndex]);
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										++_frameIndex;
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									}
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								}
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								void e2d::Animate::_update()
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								{
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									Action::_update();
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									if (!_animation)
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									{
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										this->stop();
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										return;
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									}
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									while ((Time::now() - _started).seconds() >= _animation->getInterval())
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									{
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										auto& frames = _animation->getFrames();
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										auto target = dynamic_cast<Sprite*>(_target);
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										if (target)
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										{
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											target->open(frames[_frameIndex]);
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										}
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										_started += Duration(_animation->getInterval());
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										++_frameIndex;
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										if (_frameIndex == frames.size())
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										{
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											this->stop();
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											break;
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										}
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									}
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								}
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								void e2d::Animate::_resetTime()
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								{
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									Action::_resetTime();
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								}
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								void e2d::Animate::reset()
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								{
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									Action::reset();
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									_frameIndex = 0;
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								}
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								e2d::Animate * e2d::Animate::clone() const
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								{
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									if (_animation)
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									{
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										return new (e2d::autorelease) Animate(_animation);
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									}
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									return nullptr;
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								}
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								e2d::Animate * e2d::Animate::reverse() const
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								{
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									if (_animation)
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									{
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										auto animation = _animation->reverse();
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										if (animation)
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										{
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											return new (e2d::autorelease) Animate(animation);
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										}
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									}
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									return nullptr;
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								}
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