Magic_Game/core/Action/ActionRotateBy.cpp

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#include "..\eactions.h"
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e2d::ActionRotateBy::ActionRotateBy(double duration, double rotation) :
ActionGradual(duration)
{
m_nVariation = rotation;
}
void e2d::ActionRotateBy::_init()
{
ActionGradual::_init();
if (m_pTarget)
{
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m_nBeginVal = m_pTarget->getRotation();
}
}
void e2d::ActionRotateBy::_update()
{
ActionGradual::_update();
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if (m_pTarget == nullptr)
{
this->stop();
return;
}
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// <20><>ת<EFBFBD>ڵ<EFBFBD>
m_pTarget->setRotation(m_nBeginVal + m_nVariation * m_fRateOfProgress);
}
e2d::ActionRotateBy * e2d::ActionRotateBy::clone() const
{
return new ActionRotateBy(m_fDuration, m_nVariation);
}
e2d::ActionRotateBy * e2d::ActionRotateBy::reverse() const
{
return new ActionRotateBy(m_fDuration, -m_nVariation);
}