Magic_Game/core/actions/Sequence.cpp

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#include "..\e2daction.h"
e2d::Sequence::Sequence()
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: action_index_(0)
{
}
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e2d::Sequence::Sequence(const Actions& actions)
: action_index_(0)
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{
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this->Add(actions);
}
e2d::Sequence::~Sequence()
{
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for (const auto& action : actions_)
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{
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GC::GetInstance()->SafeRelease(action);
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}
}
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void e2d::Sequence::Init()
{
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Action::Init();
// <20><><EFBFBD><EFBFBD><EFBFBD>ж<EFBFBD><D0B6><EFBFBD><EFBFBD><EFBFBD>Ŀ<EFBFBD><C4BF><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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if (target_)
{
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for (const auto& action : actions_)
{
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action->target_ = target_;
}
}
// <20><>ʼ<EFBFBD><CABC><EFBFBD><EFBFBD>һ<EFBFBD><D2BB><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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actions_[0]->Init();
}
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void e2d::Sequence::Update()
{
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Action::Update();
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auto &action = actions_[action_index_];
action->Update();
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if (action->IsDone())
{
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++action_index_;
if (action_index_ == actions_.size())
{
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this->Stop();
}
else
{
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actions_[action_index_]->Init();
}
}
}
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void e2d::Sequence::Reset()
{
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Action::Reset();
for (const auto& action : actions_)
{
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action->Reset();
}
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action_index_ = 0;
}
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void e2d::Sequence::ResetTime()
{
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for (const auto& action : actions_)
{
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action->ResetTime();
}
}
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void e2d::Sequence::Add(Action * action)
{
if (action)
{
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actions_.push_back(action);
action->Retain();
}
}
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void e2d::Sequence::Add(const Actions& actions)
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{
for (const auto &action : actions)
{
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this->Add(action);
}
}
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e2d::Sequence * e2d::Sequence::Clone() const
{
auto sequence = new (e2d::autorelease) Sequence();
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for (const auto& action : actions_)
{
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if (action)
{
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sequence->Add(action->Clone());
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}
}
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return sequence;
}
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e2d::Sequence * e2d::Sequence::Reverse() const
{
auto sequence = new (e2d::autorelease) Sequence();
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if (sequence && !actions_.empty())
{
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std::vector<Action*> newActions(actions_.size());
for (auto iter = actions_.crbegin(), iterCrend = actions_.crend(); iter != iterCrend; ++iter)
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{
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newActions.push_back((*iter)->Reverse());
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}
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sequence->Add(newActions);
}
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return sequence;
}