Magic_Game/core/e2daction.h

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#pragma once
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#include "e2dcommon.h"
#include "e2dbase.h"
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namespace e2d
{
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class Node;
class Loop;
class Sequence;
class Spawn;
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class ActionManager;
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
class Action :
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public Ref
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{
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friend class ActionManager;
friend class Loop;
friend class Sequence;
friend class Spawn;
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public:
Action();
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virtual ~Action();
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// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>״̬
virtual bool isRunning();
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
virtual void resume();
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// <20><>ͣ<EFBFBD><CDA3><EFBFBD><EFBFBD>
virtual void pause();
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// ֹͣ<CDA3><D6B9><EFBFBD><EFBFBD>
virtual void stop();
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// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
virtual String getName() const;
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// <20><><EFBFBD>ö<EFBFBD><C3B6><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
virtual void setName(
const String& name
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);
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// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD>Ŀ<EFBFBD><C4BF><EFBFBD>
virtual Action * clone() const = 0;
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// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD>ĵ<EFBFBD>ת
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virtual Action * reverse() const = 0;
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// <20><><EFBFBD>ö<EFBFBD><C3B6><EFBFBD>
virtual void reset();
// <20><>ȡ<EFBFBD>ö<EFBFBD><C3B6><EFBFBD><EFBFBD><EFBFBD>ִ<EFBFBD><D6B4>Ŀ<EFBFBD><C4BF>
virtual Node * getTarget();
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protected:
E2D_DISABLE_COPY(Action);
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// <20><>ʼ<EFBFBD><CABC><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
virtual void _init();
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// <20><><EFBFBD><EFBFBD><C2B6><EFBFBD>
virtual void _update();
// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>״̬
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virtual bool _isDone();
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// <20><><EFBFBD>ö<EFBFBD><C3B6><EFBFBD>ʱ<EFBFBD><CAB1>
virtual void _resetTime();
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// <20><>ʼ<EFBFBD><CABC><EFBFBD><EFBFBD>
virtual void _startWithTarget(
Node* target
);
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protected:
String _name;
bool _running;
bool _done;
bool _initialized;
Node * _target;
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Time _started;
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};
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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class FiniteTimeAction :
public Action
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{
public:
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// <20><><EFBFBD><EFBFBD><EFBFBD>ض<EFBFBD>ʱ<EFBFBD><CAB1><EFBFBD>ij<EFBFBD><C4B3><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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explicit FiniteTimeAction(
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float duration
);
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// <20><><EFBFBD>ö<EFBFBD><C3B6><EFBFBD>
virtual void reset() override;
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protected:
E2D_DISABLE_COPY(FiniteTimeAction);
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// <20><>ʼ<EFBFBD><CABC><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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virtual void _init() override;
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// <20><><EFBFBD><EFBFBD><C2B6><EFBFBD>
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virtual void _update() override;
// <20><><EFBFBD>ö<EFBFBD><C3B6><EFBFBD>ʱ<EFBFBD><CAB1>
virtual void _resetTime() override;
protected:
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float _duration;
float _delta;
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};
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// <20><><EFBFBD><EFBFBD>λ<EFBFBD>ƶ<EFBFBD><C6B6><EFBFBD>
class MoveBy :
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public FiniteTimeAction
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{
public:
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explicit MoveBy(
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float duration, /* <20><><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1> */
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Vector2 vector /* <20>ƶ<EFBFBD><C6B6><EFBFBD><EFBFBD><EFBFBD> */
);
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// <20><>ȡ<EFBFBD>ö<EFBFBD><C3B6><EFBFBD><EFBFBD>Ŀ<EFBFBD><C4BF><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
virtual MoveBy * clone() const override;
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// <20><>ȡ<EFBFBD>ö<EFBFBD><C3B6><EFBFBD><EFBFBD>ĵ<EFBFBD>ת
virtual MoveBy * reverse() const override;
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protected:
E2D_DISABLE_COPY(MoveBy);
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// <20><>ʼ<EFBFBD><CABC><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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virtual void _init() override;
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// <20><><EFBFBD><EFBFBD><C2B6><EFBFBD>
virtual void _update() override;
protected:
Point _startPos;
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Point _prevPos;
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Vector2 _deltaPos;
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};
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// λ<>ƶ<EFBFBD><C6B6><EFBFBD>
class MoveTo :
public MoveBy
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{
public:
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explicit MoveTo(
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float duration, /* <20><><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1> */
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Point pos /* Ŀ<><C4BF><EFBFBD><EFBFBD><EFBFBD><EFBFBD> */
);
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// <20><>ȡ<EFBFBD>ö<EFBFBD><C3B6><EFBFBD><EFBFBD>Ŀ<EFBFBD><C4BF><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
virtual MoveTo * clone() const override;
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// <20><>ȡ<EFBFBD>ö<EFBFBD><C3B6><EFBFBD><EFBFBD>ĵ<EFBFBD>ת
virtual MoveTo * reverse() const override
{
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WARN("reverse() not supported in MoveTo");
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return nullptr;
}
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protected:
E2D_DISABLE_COPY(MoveTo);
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// <20><>ʼ<EFBFBD><CABC><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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virtual void _init() override;
protected:
Point _endPos;
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};
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ծ<EFBFBD><D4BE><EFBFBD><EFBFBD>
class JumpBy :
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public FiniteTimeAction
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{
public:
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explicit JumpBy(
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float duration, /* <20><><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1> */
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const Vector2& vec, /* <20><>Ծ<EFBFBD><D4BE><EFBFBD><EFBFBD> */
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float height, /* <20><>Ծ<EFBFBD>߶<EFBFBD> */
int jumps = 1 /* <20><>Ծ<EFBFBD><D4BE><EFBFBD><EFBFBD> */
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);
// <20><>ȡ<EFBFBD>ö<EFBFBD><C3B6><EFBFBD><EFBFBD>Ŀ<EFBFBD><C4BF><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
virtual JumpBy * clone() const override;
// <20><>ȡ<EFBFBD>ö<EFBFBD><C3B6><EFBFBD><EFBFBD>ĵ<EFBFBD>ת
virtual JumpBy * reverse() const override;
protected:
E2D_DISABLE_COPY(JumpBy);
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// <20><>ʼ<EFBFBD><CABC><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
virtual void _init() override;
// <20><><EFBFBD><EFBFBD><C2B6><EFBFBD>
virtual void _update() override;
protected:
Point _startPos;
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Vector2 _deltaPos;
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float _height;
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int _jumps;
Point _prevPos;
};
// <20><>Ծ<EFBFBD><D4BE><EFBFBD><EFBFBD>
class JumpTo :
public JumpBy
{
public:
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explicit JumpTo(
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float duration, /* <20><><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1> */
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const Point& pos, /* Ŀ<><C4BF><EFBFBD><EFBFBD><EFBFBD><EFBFBD> */
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float height, /* <20><>Ծ<EFBFBD>߶<EFBFBD> */
int jumps = 1 /* <20><>Ծ<EFBFBD><D4BE><EFBFBD><EFBFBD> */
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);
// <20><>ȡ<EFBFBD>ö<EFBFBD><C3B6><EFBFBD><EFBFBD>Ŀ<EFBFBD><C4BF><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
virtual JumpTo * clone() const override;
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// <20><>ȡ<EFBFBD>ö<EFBFBD><C3B6><EFBFBD><EFBFBD>ĵ<EFBFBD>ת
virtual JumpTo * reverse() const override
{
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WARN("reverse() not supported in JumpTo");
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return nullptr;
}
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protected:
E2D_DISABLE_COPY(JumpTo);
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// <20><>ʼ<EFBFBD><CABC><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
virtual void _init() override;
protected:
Point _endPos;
};
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ŷ<EFBFBD><C5B6><EFBFBD>
class ScaleBy :
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public FiniteTimeAction
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{
public:
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explicit ScaleBy(
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float duration, /* <20><><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1> */
float scale /* <20><><EFBFBD>Ա仯ֵ */
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);
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explicit ScaleBy(
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float duration, /* <20><><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1> */
float scaleX, /* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ա仯ֵ */
float scaleY /* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ա仯ֵ */
);
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// <20><>ȡ<EFBFBD>ö<EFBFBD><C3B6><EFBFBD><EFBFBD>Ŀ<EFBFBD><C4BF><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
virtual ScaleBy * clone() const override;
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// <20><>ȡ<EFBFBD>ö<EFBFBD><C3B6><EFBFBD><EFBFBD>ĵ<EFBFBD>ת
virtual ScaleBy * reverse() const override;
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protected:
E2D_DISABLE_COPY(ScaleBy);
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// <20><>ʼ<EFBFBD><CABC><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
virtual void _init() override;
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// <20><><EFBFBD><EFBFBD><C2B6><EFBFBD>
virtual void _update() override;
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protected:
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float _startScaleX;
float _startScaleY;
float _deltaX;
float _deltaY;
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};
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// <20><><EFBFBD>Ŷ<EFBFBD><C5B6><EFBFBD>
class ScaleTo :
public ScaleBy
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{
public:
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explicit ScaleTo(
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float duration, /* <20><><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1> */
float scale /* Ŀ<><C4BF>ֵ */
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);
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explicit ScaleTo(
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float duration, /* <20><><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1> */
float scaleX, /* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ŀ<EFBFBD><C4BF>ֵ */
float scaleY /* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ŀ<EFBFBD><C4BF>ֵ */
);
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// <20><>ȡ<EFBFBD>ö<EFBFBD><C3B6><EFBFBD><EFBFBD>Ŀ<EFBFBD><C4BF><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
virtual ScaleTo * clone() const override;
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// <20><>ȡ<EFBFBD>ö<EFBFBD><C3B6><EFBFBD><EFBFBD>ĵ<EFBFBD>ת
virtual ScaleTo * reverse() const override
{
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WARN("reverse() not supported in ScaleTo");
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return nullptr;
}
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protected:
E2D_DISABLE_COPY(ScaleTo);
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// <20><>ʼ<EFBFBD><CABC><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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virtual void _init() override;
protected:
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float _endScaleX;
float _endScaleY;
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};
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// ͸<><CDB8><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Խ<EFBFBD><D4BD><EFBFBD><E4B6AF>
class OpacityBy :
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public FiniteTimeAction
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{
public:
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explicit OpacityBy(
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float duration, /* <20><><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1> */
float opacity /* <20><><EFBFBD>Ա仯ֵ */
);
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// <20><>ȡ<EFBFBD>ö<EFBFBD><C3B6><EFBFBD><EFBFBD>Ŀ<EFBFBD><C4BF><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
virtual OpacityBy * clone() const override;
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// <20><>ȡ<EFBFBD>ö<EFBFBD><C3B6><EFBFBD><EFBFBD>ĵ<EFBFBD>ת
virtual OpacityBy * reverse() const override;
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protected:
E2D_DISABLE_COPY(OpacityBy);
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// <20><>ʼ<EFBFBD><CABC><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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virtual void _init() override;
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// <20><><EFBFBD><EFBFBD><C2B6><EFBFBD>
virtual void _update() override;
protected:
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float _startVal;
float _deltaVal;
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};
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// ͸<><CDB8><EFBFBD>Ƚ<EFBFBD><C8BD><EFBFBD><E4B6AF>
class OpacityTo :
public OpacityBy
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{
public:
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explicit OpacityTo(
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float duration, /* <20><><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1> */
float opacity /* Ŀ<><C4BF>ֵ */
);
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// <20><>ȡ<EFBFBD>ö<EFBFBD><C3B6><EFBFBD><EFBFBD>Ŀ<EFBFBD><C4BF><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
virtual OpacityTo * clone() const override;
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// <20><>ȡ<EFBFBD>ö<EFBFBD><C3B6><EFBFBD><EFBFBD>ĵ<EFBFBD>ת
virtual OpacityTo * reverse() const override
{
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WARN("reverse() not supported in OpacityTo");
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return nullptr;
}
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protected:
E2D_DISABLE_COPY(OpacityTo);
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// <20><>ʼ<EFBFBD><CABC><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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virtual void _init() override;
protected:
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float _endVal;
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};
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// <20><><EFBFBD><EFBFBD><EBB6AF>
class FadeIn :
public OpacityTo
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{
public:
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EBB6AF>
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explicit FadeIn(
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float duration /* <20><><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1> */
)
: OpacityTo(duration, 1)
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{
}
protected:
E2D_DISABLE_COPY(FadeIn);
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};
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
class FadeOut :
public OpacityTo
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{
public:
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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explicit FadeOut(
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float duration /* <20><><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1> */
)
: OpacityTo(duration, 0)
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{
}
protected:
E2D_DISABLE_COPY(FadeOut);
};
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ת<EFBFBD><D7AA><EFBFBD><EFBFBD>
class RotateBy :
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public FiniteTimeAction
{
public:
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explicit RotateBy(
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float duration, /* <20><><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1> */
float rotation /* <20><><EFBFBD>Ա仯ֵ */
);
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// <20><>ȡ<EFBFBD>ö<EFBFBD><C3B6><EFBFBD><EFBFBD>Ŀ<EFBFBD><C4BF><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
virtual RotateBy * clone() const override;
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// <20><>ȡ<EFBFBD>ö<EFBFBD><C3B6><EFBFBD><EFBFBD>ĵ<EFBFBD>ת
virtual RotateBy * reverse() const override;
protected:
E2D_DISABLE_COPY(RotateBy);
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// <20><>ʼ<EFBFBD><CABC><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
virtual void _init() override;
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// <20><><EFBFBD><EFBFBD><C2B6><EFBFBD>
virtual void _update() override;
protected:
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float _startVal;
float _deltaVal;
};
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// <20><>ת<EFBFBD><D7AA><EFBFBD><EFBFBD>
class RotateTo :
public RotateBy
{
public:
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explicit RotateTo(
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float duration, /* <20><><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1> */
float rotation /* Ŀ<><C4BF>ֵ */
);
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// <20><>ȡ<EFBFBD>ö<EFBFBD><C3B6><EFBFBD><EFBFBD>Ŀ<EFBFBD><C4BF><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
virtual RotateTo * clone() const override;
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// <20><>ȡ<EFBFBD>ö<EFBFBD><C3B6><EFBFBD><EFBFBD>ĵ<EFBFBD>ת
virtual RotateTo * reverse() const override
{
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WARN("reverse() not supported in RotateTo");
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return nullptr;
}
protected:
E2D_DISABLE_COPY(RotateTo);
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// <20><>ʼ<EFBFBD><CABC><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
virtual void _init() override;
protected:
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float _endVal;
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};
// <20><>ʱ<EFBFBD><CAB1><EFBFBD><EFBFBD>
class Delay :
public Action
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{
public:
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explicit Delay(
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float duration /* <20>ӳ<EFBFBD>ʱ<EFBFBD><CAB1><EFBFBD><EFBFBD><EFBFBD>룩 */
);
// <20><>ȡ<EFBFBD>ö<EFBFBD><C3B6><EFBFBD><EFBFBD>Ŀ<EFBFBD><C4BF><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
virtual Delay * clone() const override;
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// <20><>ȡ<EFBFBD>ö<EFBFBD><C3B6><EFBFBD><EFBFBD>ĵ<EFBFBD>ת
virtual Delay * reverse() const override;
// <20><><EFBFBD>ö<EFBFBD><C3B6><EFBFBD>
virtual void reset() override;
protected:
E2D_DISABLE_COPY(Delay);
// <20><>ʼ<EFBFBD><CABC><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
virtual void _init() override;
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// <20><><EFBFBD><EFBFBD><C2B6><EFBFBD>
virtual void _update() override;
// <20><><EFBFBD>ö<EFBFBD><C3B6><EFBFBD>ʱ<EFBFBD><CAB1>
virtual void _resetTime() override;
protected:
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float _delay;
float _delta;
};
// ѭ<><D1AD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
class Loop :
public Action
{
public:
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explicit Loop(
Action * action, /* ִ<><D6B4>ѭ<EFBFBD><D1AD><EFBFBD>Ķ<EFBFBD><C4B6><EFBFBD> */
int times = -1 /* ѭ<><D1AD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> */
);
virtual ~Loop();
// <20><>ȡ<EFBFBD>ö<EFBFBD><C3B6><EFBFBD><EFBFBD>Ŀ<EFBFBD><C4BF><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
virtual Loop * clone() const override;
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// <20><>ȡ<EFBFBD>ö<EFBFBD><C3B6><EFBFBD><EFBFBD>ĵ<EFBFBD>ת
virtual Loop * reverse() const override;
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// <20><><EFBFBD>ö<EFBFBD><C3B6><EFBFBD>
virtual void reset() override;
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protected:
E2D_DISABLE_COPY(Loop);
// <20><>ʼ<EFBFBD><CABC><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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virtual void _init() override;
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// <20><><EFBFBD><EFBFBD><C2B6><EFBFBD>
virtual void _update() override;
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// <20><><EFBFBD>ö<EFBFBD><C3B6><EFBFBD>ʱ<EFBFBD><CAB1>
virtual void _resetTime() override;
protected:
Action * _action;
int _times;
int _totalTimes;
};
// <20>ص<EFBFBD><D8B5><EFBFBD><EFBFBD><EFBFBD>
class CallFunc :
public Action
{
public:
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explicit CallFunc(
const Function& func /* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> */
);
// <20><>ȡ<EFBFBD>ö<EFBFBD><C3B6><EFBFBD><EFBFBD>Ŀ<EFBFBD><C4BF><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
virtual CallFunc * clone() const override;
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// <20><>ȡ<EFBFBD>ö<EFBFBD><C3B6><EFBFBD><EFBFBD>ĵ<EFBFBD>ת
virtual CallFunc * reverse() const override;
protected:
E2D_DISABLE_COPY(CallFunc);
// <20><>ʼ<EFBFBD><CABC><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
virtual void _init() override;
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// <20><><EFBFBD><EFBFBD><C2B6><EFBFBD>
virtual void _update() override;
protected:
Function _func;
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};
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// ˳<><CBB3><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
class Sequence :
public Action
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{
public:
Sequence();
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explicit Sequence(
const std::vector<Action*>& actions /* <20><><EFBFBD><EFBFBD><EFBFBD>б<EFBFBD> */
);
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virtual ~Sequence();
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// <20>ڽ<EFBFBD>β<EFBFBD><CEB2><EFBFBD>Ӷ<EFBFBD><D3B6><EFBFBD>
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void add(
Action * action
);
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// <20>ڽ<EFBFBD>β<EFBFBD><CEB2><EFBFBD>Ӷ<EFBFBD><D3B6><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
void add(
const std::vector<Action*>& actions /* <20><><EFBFBD><EFBFBD><EFBFBD>б<EFBFBD> */
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);
// <20><>ȡ<EFBFBD>ö<EFBFBD><C3B6><EFBFBD><EFBFBD>Ŀ<EFBFBD><C4BF><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
virtual Sequence * clone() const override;
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// <20><>ȡ<EFBFBD>ö<EFBFBD><C3B6><EFBFBD><EFBFBD>ĵ<EFBFBD>ת
virtual Sequence * reverse() const;
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// <20><><EFBFBD>ö<EFBFBD><C3B6><EFBFBD>
virtual void reset() override;
protected:
E2D_DISABLE_COPY(Sequence);
// <20><>ʼ<EFBFBD><CABC><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
virtual void _init() override;
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// <20><><EFBFBD><EFBFBD><C2B6><EFBFBD>
virtual void _update() override;
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// <20><><EFBFBD>ö<EFBFBD><C3B6><EFBFBD>ʱ<EFBFBD><CAB1>
virtual void _resetTime() override;
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protected:
UINT _currIndex;
std::vector<Action*> _actions;
};
// ͬ<><CDAC><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
class Spawn :
public Action
{
public:
Spawn();
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explicit Spawn(
const std::vector<Action*>& actions /* <20><><EFBFBD><EFBFBD><EFBFBD>б<EFBFBD> */
);
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virtual ~Spawn();
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// <20>ڽ<EFBFBD>β<EFBFBD><CEB2><EFBFBD>Ӷ<EFBFBD><D3B6><EFBFBD>
void add(
Action * action
);
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// <20>ڽ<EFBFBD>β<EFBFBD><CEB2><EFBFBD>Ӷ<EFBFBD><D3B6><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
void add(
const std::vector<Action*>& actions /* <20><><EFBFBD><EFBFBD><EFBFBD>б<EFBFBD> */
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);
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// <20><>ȡ<EFBFBD>ö<EFBFBD><C3B6><EFBFBD><EFBFBD>Ŀ<EFBFBD><C4BF><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
virtual Spawn * clone() const override;
// <20><>ȡ<EFBFBD>ö<EFBFBD><C3B6><EFBFBD><EFBFBD>ĵ<EFBFBD>ת
virtual Spawn * reverse() const;
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// <20><><EFBFBD>ö<EFBFBD><C3B6><EFBFBD>
virtual void reset() override;
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protected:
E2D_DISABLE_COPY(Spawn);
// <20><>ʼ<EFBFBD><CABC><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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virtual void _init() override;
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// <20><><EFBFBD><EFBFBD><C2B6><EFBFBD>
virtual void _update() override;
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// <20><><EFBFBD>ö<EFBFBD><C3B6><EFBFBD>ʱ<EFBFBD><CAB1>
virtual void _resetTime() override;
protected:
std::vector<Action*> _actions;
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};
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// ֡<><D6A1><EFBFBD><EFBFBD>
class Animation :
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public Ref
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{
public:
Animation();
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explicit Animation(
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const std::vector<Image*>& frames /* <20>ؼ<EFBFBD>֡<EFBFBD><D6A1><EFBFBD><EFBFBD> */
);
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explicit Animation(
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float interval /* ֡<><D6A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>룩 */
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);
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explicit Animation(
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float interval, /* ֡<><D6A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>룩 */
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const std::vector<Image*>& frames /* <20>ؼ<EFBFBD>֡<EFBFBD><D6A1><EFBFBD><EFBFBD> */
);
virtual ~Animation();
// <20><><EFBFBD>ӹؼ<D3B9>֡
void add(
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Image * frame /* <20>ؼ<EFBFBD>֡ */
);
// <20><><EFBFBD>Ӷ<EFBFBD><D3B6><EFBFBD><EFBFBD>ؼ<EFBFBD>֡
void add(
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const std::vector<Image*>& frames /* <20>ؼ<EFBFBD>֡<EFBFBD>б<EFBFBD> */
);
// <20><>ȡ֡<C8A1><D6A1><EFBFBD><EFBFBD>
float getInterval() const;
// <20><>ȡ<EFBFBD>ؼ<EFBFBD>֡
const std::vector<Image*>& getFrames() const;
// <20><><EFBFBD><EFBFBD>ÿһ֡<D2BB><D6A1>ʱ<EFBFBD><CAB1><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
void setInterval(
float interval /* ֡<><D6A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>룩 */
);
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// <20><>ȡ֡<C8A1><D6A1><EFBFBD><EFBFBD><EFBFBD>Ŀ<EFBFBD><C4BF><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
Animation * clone() const;
// <20><>ȡ֡<C8A1><D6A1><EFBFBD><EFBFBD><EFBFBD>ĵ<EFBFBD>ת
Animation * reverse() const;
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protected:
E2D_DISABLE_COPY(Animation);
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protected:
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float _interval;
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std::vector<Image*> _frames;
};
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// <20><><EFBFBD><EFBFBD><E9B6AF>
class Animate :
public Action
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{
public:
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Animate();
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explicit Animate(
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Animation * animation
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);
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virtual ~Animate();
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// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD>
virtual Animation * getAnimation() const;
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// <20><><EFBFBD>ö<EFBFBD><C3B6><EFBFBD>
virtual void setAnimation(
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Animation * animation
);
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// <20><>ȡ<EFBFBD>ö<EFBFBD><C3B6><EFBFBD><EFBFBD>Ŀ<EFBFBD><C4BF><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
virtual Animate * clone() const override;
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// <20><>ȡ<EFBFBD>ö<EFBFBD><C3B6><EFBFBD><EFBFBD>ĵ<EFBFBD>ת
virtual Animate * reverse() const override;
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// <20><><EFBFBD>ö<EFBFBD><C3B6><EFBFBD>
virtual void reset() override;
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protected:
E2D_DISABLE_COPY(Animate);
// <20><>ʼ<EFBFBD><CABC><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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virtual void _init() override;
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// <20><><EFBFBD><EFBFBD><C2B6><EFBFBD>
virtual void _update() override;
// <20><><EFBFBD>ö<EFBFBD><C3B6><EFBFBD>ʱ<EFBFBD><CAB1>
virtual void _resetTime() override;
protected:
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UINT _frameIndex;
Animation * _animation;
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};
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}