Magic_Game/core/actions/Action.cpp

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// Copyright (c) 2016-2018 Easy2D - Nomango
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.
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#include "..\e2daction.h"
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easy2d::Action::Action()
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: running_(false)
, done_(false)
, initialized_(false)
, target_(nullptr)
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{
}
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easy2d::Action::~Action()
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{
}
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bool easy2d::Action::IsRunning()
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{
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return running_;
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}
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void easy2d::Action::Resume()
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{
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running_ = true;
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}
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void easy2d::Action::Pause()
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{
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running_ = false;
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}
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void easy2d::Action::Stop()
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{
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done_ = true;
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}
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const easy2d::String& easy2d::Action::GetName() const
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{
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return name_;
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}
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void easy2d::Action::SetName(const String& name)
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{
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name_ = name;
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}
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easy2d::Node * easy2d::Action::GetTarget()
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{
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return target_;
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}
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void easy2d::Action::Reset()
{
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initialized_ = false;
done_ = false;
started_ = Time::Now();
}
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bool easy2d::Action::IsDone() const
{
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return done_;
}
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void easy2d::Action::StartWithTarget(Node* target)
{
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target_ = target;
running_ = true;
this->Reset();
}
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void easy2d::Action::Init()
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{
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initialized_ = true;
started_ = Time::Now();
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}
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void easy2d::Action::Update()
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{
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if (!initialized_)
{
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Init();
}
}
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void easy2d::Action::ResetTime()
{
}