2018-05-08 20:03:29 +08:00
										 
									 
								 
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								#include "..\e2daction.h"
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								e2d::Spawn::Spawn()
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								{
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								}
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											2018-05-10 17:02:18 +08:00
										 
									 
								 
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								e2d::Spawn::Spawn(const std::vector<Action*>& actions)
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								{
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									this->add(actions);
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								}
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								e2d::Spawn::~Spawn()
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								{
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								}
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								void e2d::Spawn::_init()
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								{
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									Action::_init();
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									if (_target)
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									{
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										for (auto action : _actions)
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										{
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											action->_target = _target;
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											action->_init();
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										}
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									}
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								}
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								void e2d::Spawn::onDestroy()
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								{
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									Action::onDestroy();
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									for (auto action : _actions)
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									{
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										GC::release(action);
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									}
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								}
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								void e2d::Spawn::_update()
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								{
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									Action::_update();
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									size_t doneNum = 0;
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									for (auto action : _actions)
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									{
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										if (action->_isDone())
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										{
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											++doneNum;
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										}
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										else
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										{
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											action->_update();
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										}
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									}
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									if (doneNum == _actions.size())
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									{
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										this->stop();
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									}
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								}
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								void e2d::Spawn::reset()
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								{
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									Action::reset();
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									for (auto action : _actions)
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									{
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										action->reset();
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									}
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								}
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								void e2d::Spawn::_resetTime()
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								{
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									for (auto action : _actions)
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									{
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										action->_resetTime();
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									}
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								}
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								void e2d::Spawn::add(Action * action)
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								{
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									if (action)
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									{
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										_actions.push_back(action);
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										action->retain();
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									}
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								}
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								void e2d::Spawn::add(const std::vector<Action*>& actions)
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								{
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									for (const auto &action : actions)
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									{
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										this->add(action);
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									}
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								}
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								e2d::Spawn * e2d::Spawn::clone() const
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								{
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									auto spawn = GC::create<Spawn>();
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									for (const auto& action : _actions)
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									{
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										if (action)
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										{
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											spawn->add(action->clone());
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										}
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									}
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									return spawn;
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								}
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								e2d::Spawn * e2d::Spawn::reverse() const
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								{
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									auto spawn = GC::create<Spawn>();
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									if (!_actions.empty())
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									{
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										std::vector<Action*> newActions(_actions.size());
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										for (auto iter = _actions.crbegin(), iterCrend = _actions.crend(); iter != iterCrend; ++iter)
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										{
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											if (*iter)
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											{
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												newActions.push_back((*iter)->reverse());
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											}
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										}
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										spawn->add(newActions);
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									}
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									return spawn;
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								}
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