Magic_Game/Easy2D/Action/EActionSequence.cpp

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#include "..\eactions.h"
#include <stdarg.h>
e2d::EActionSequence::EActionSequence() :
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m_nActionIndex(0)
{
}
e2d::EActionSequence::EActionSequence(int number, EAction * action1, ...) :
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m_nActionIndex(0)
{
va_list params;
va_start(params, number);
while (number > 0)
{
this->addAction(va_arg(params, EAction*));
number--;
}
va_end(params);
}
e2d::EActionSequence::~EActionSequence()
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{
for (auto action : m_vActions)
{
SafeRelease(&action);
}
}
void e2d::EActionSequence::_init()
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{
EAction::_init();
// <20><><EFBFBD><EFBFBD><EFBFBD>ж<EFBFBD><D0B6><EFBFBD><EFBFBD><EFBFBD>Ŀ<EFBFBD><C4BF><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
if (m_pTarget)
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{
for (auto action : m_vActions)
{
if (!action->getTarget())
{
action->setTarget(m_pTarget);
}
}
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}
// <20><>ʼ<EFBFBD><CABC><EFBFBD><EFBFBD>һ<EFBFBD><D2BB><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
m_vActions[0]->_init();
}
void e2d::EActionSequence::_callOn()
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{
m_vActions[m_nActionIndex]->_callOn();
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if (m_vActions[m_nActionIndex]->_isEnding())
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{
m_nActionIndex++;
if (m_nActionIndex == m_vActions.size())
{
this->stop();
}
else
{
m_vActions[m_nActionIndex]->_init();
}
}
}
void e2d::EActionSequence::_reset()
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{
EAction::_reset();
for (auto action : m_vActions)
{
action->_reset();
}
m_nActionIndex = 0;
}
void e2d::EActionSequence::addAction(EAction * action)
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{
m_vActions.push_back(action);
action->retain();
}
e2d::EActionSequence * e2d::EActionSequence::clone() const
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{
auto a = new EActionSequence();
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for (auto action : m_vActions)
{
a->addAction(action->clone());
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}
return a;
}
e2d::EActionSequence * e2d::EActionSequence::reverse(bool actionReverse) const
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{
auto a = new EActionSequence();
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for (auto action : a->m_vActions)
{
if (actionReverse)
{
a->addAction(action->reverse());
}
else
{
a->addAction(action->clone());
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}
}
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>˳<EFBFBD><CBB3><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
a->m_vActions.reserve(m_vActions.size());
return a;
}