Magic_Game/core/actions/Animate.cpp

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#include "..\e2daction.h"
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#include "..\e2dobject.h"
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e2d::Animate::Animate()
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: frame_index_(0)
, animation_(nullptr)
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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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}
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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Action::ResetTime();
}
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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)
{
return new (e2d::autorelease) Animate(animation);
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}
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}
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return nullptr;
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}