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								#include "..\eactions.h"
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								e2d::EAnimation::EAnimation() 
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									: m_nFrameIndex(0)
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								{
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								}
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								e2d::EAnimation::EAnimation(float invertal)
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									: m_nFrameIndex(0)
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									, m_fInterval(invertal)
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								{
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								}
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								e2d::EAnimation::~EAnimation()
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								{
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									for (auto frame = m_vFrames.begin(); frame != m_vFrames.end(); frame++)
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									{
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										SafeRelease(&(*frame));
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									}
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								}
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								void e2d::EAnimation::setInterval(float interval)
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								{
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									m_fInterval = max(interval, 0);
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								}
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								void e2d::EAnimation::_init()
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								{
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									EAction::_init();
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								}
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								void e2d::EAnimation::_update()
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								{
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									EAction::_update();
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									if (m_pTarget == nullptr)
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									{
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										this->stop();
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										return;
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									}
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									// <20>ж<EFBFBD>ʱ<EFBFBD><CAB1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ƿ<EFBFBD><C7B7>㹻
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									while ((ETime::getTotalTime() - m_fLast) >= m_fInterval)
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									{
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										// <20><><EFBFBD>¼<EFBFBD>¼ʱ<C2BC><CAB1>
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										m_fLast += m_fInterval;
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										// <20><><EFBFBD>عؼ<D8B9>֡
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										reinterpret_cast<ESprite*>(m_pTarget)->loadFrom(m_vFrames[m_nFrameIndex]);
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										m_nFrameIndex++;
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										// <20>ж϶<D0B6><CFB6><EFBFBD><EFBFBD>Ƿ<EFBFBD><C7B7><EFBFBD><EFBFBD><EFBFBD>
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										if (m_nFrameIndex == m_vFrames.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::EAnimation::_reset()
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								{
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									EAction::_reset();
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									m_nFrameIndex = 0;
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								}
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								void e2d::EAnimation::addKeyframe(EKeyframe * frame)
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								{
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									if (frame)
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									{
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										m_vFrames.push_back(frame);
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										frame->retain();
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									}
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								}
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								e2d::EAnimation * e2d::EAnimation::clone() const
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								{
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									auto a = new EAnimation(m_fInterval);
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									for (auto frame = m_vFrames.begin(); frame != m_vFrames.end(); frame++)
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									{
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										a->addKeyframe((*frame));
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									}
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									return a;
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								}
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								e2d::EAnimation * e2d::EAnimation::reverse() const
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								{
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									auto a = this->clone();
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									a->m_vFrames.reserve(m_vFrames.size());
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									return a;
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								}
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