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										 |  |  | #include "..\e2daction.h"
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										 |  |  | #include "..\e2dcomponent.h"
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							|  |  |  | e2d::Animate::Animate()  | 
					
						
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										 |  |  | 	: frame_index_(0) | 
					
						
							|  |  |  | 	, animation_(nullptr) | 
					
						
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										 |  |  | { | 
					
						
							|  |  |  | } | 
					
						
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							|  |  |  | e2d::Animate::Animate(Animation * animation) | 
					
						
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										 |  |  | 	: frame_index_(0) | 
					
						
							|  |  |  | 	, animation_(nullptr) | 
					
						
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										 |  |  | { | 
					
						
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										 |  |  | 	this->SetAnimation(animation); | 
					
						
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										 |  |  | } | 
					
						
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							|  |  |  | e2d::Animate::~Animate() | 
					
						
							|  |  |  | { | 
					
						
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										 |  |  | 	GC::GetInstance()->SafeRelease(animation_); | 
					
						
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										 |  |  | } | 
					
						
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										 |  |  | e2d::Animation * e2d::Animate::GetAnimation() const | 
					
						
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										 |  |  | { | 
					
						
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										 |  |  | 	return animation_; | 
					
						
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										 |  |  | } | 
					
						
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										 |  |  | void e2d::Animate::SetAnimation(Animation * animation) | 
					
						
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										 |  |  | { | 
					
						
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										 |  |  | 	if (animation && animation != animation_ && !animation->GetFrames().empty()) | 
					
						
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										 |  |  | 	{ | 
					
						
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										 |  |  | 		if (animation_) animation_->Release(); | 
					
						
							|  |  |  | 		animation_ = animation; | 
					
						
							|  |  |  | 		animation_->Retain(); | 
					
						
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										 |  |  | 	} | 
					
						
							|  |  |  | } | 
					
						
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										 |  |  | void e2d::Animate::Init() | 
					
						
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										 |  |  | { | 
					
						
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										 |  |  | 	Action::Init(); | 
					
						
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										 |  |  | 	auto target = dynamic_cast<Sprite*>(target_); | 
					
						
							|  |  |  | 	if (target && animation_) | 
					
						
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										 |  |  | 	{ | 
					
						
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										 |  |  | 		target->Open(animation_->GetFrames()[frame_index_]); | 
					
						
							|  |  |  | 		++frame_index_; | 
					
						
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										 |  |  | 	} | 
					
						
							|  |  |  | } | 
					
						
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										 |  |  | void e2d::Animate::Update() | 
					
						
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										 |  |  | { | 
					
						
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										 |  |  | 	Action::Update(); | 
					
						
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										 |  |  | 	if (!animation_) | 
					
						
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										 |  |  | 	{ | 
					
						
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										 |  |  | 		this->Stop(); | 
					
						
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										 |  |  | 		return; | 
					
						
							|  |  |  | 	} | 
					
						
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										 |  |  | 	while ((Time::Now() - started_).Seconds() >= animation_->GetInterval()) | 
					
						
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										 |  |  | 	{ | 
					
						
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										 |  |  | 		auto& frames = animation_->GetFrames(); | 
					
						
							|  |  |  | 		auto target = dynamic_cast<Sprite*>(target_); | 
					
						
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							|  |  |  | 		if (target) | 
					
						
							|  |  |  | 		{ | 
					
						
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										 |  |  | 			target->Open(frames[frame_index_]); | 
					
						
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										 |  |  | 		} | 
					
						
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										 |  |  | 		started_ += Duration(animation_->GetInterval()); | 
					
						
							|  |  |  | 		++frame_index_; | 
					
						
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										 |  |  | 		if (frame_index_ == frames.size()) | 
					
						
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										 |  |  | 		{ | 
					
						
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										 |  |  | 			this->Stop(); | 
					
						
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										 |  |  | 			break; | 
					
						
							|  |  |  | 		} | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | } | 
					
						
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										 |  |  | void e2d::Animate::ResetTime() | 
					
						
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										 |  |  | { | 
					
						
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										 |  |  | 	Action::ResetTime(); | 
					
						
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										 |  |  | } | 
					
						
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										 |  |  | void e2d::Animate::Reset() | 
					
						
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										 |  |  | { | 
					
						
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										 |  |  | 	Action::Reset(); | 
					
						
							|  |  |  | 	frame_index_ = 0; | 
					
						
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										 |  |  | } | 
					
						
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										 |  |  | e2d::Animate * e2d::Animate::Clone() const | 
					
						
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										 |  |  | { | 
					
						
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										 |  |  | 	if (animation_) | 
					
						
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										 |  |  | 	{ | 
					
						
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										 |  |  | 		return new (e2d::autorelease) Animate(animation_); | 
					
						
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										 |  |  | 	} | 
					
						
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										 |  |  | 	return nullptr; | 
					
						
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										 |  |  | } | 
					
						
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										 |  |  | e2d::Animate * e2d::Animate::Reverse() const | 
					
						
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										 |  |  | { | 
					
						
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										 |  |  | 	if (animation_) | 
					
						
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										 |  |  | 	{ | 
					
						
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										 |  |  | 		auto animation = animation_->Reverse(); | 
					
						
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										 |  |  | 		if (animation) | 
					
						
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										 |  |  | 			return new (e2d::autorelease) Animate(animation); | 
					
						
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										 |  |  | 		} | 
					
						
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										 |  |  | 	} | 
					
						
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										 |  |  | 	return nullptr; | 
					
						
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										 |  |  | } |