Magic_Game/core/Manager/ActionManager.cpp

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#include "..\e2dmanager.h"
#include "..\e2daction.h"
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#include "..\e2dnode.h"
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e2d::ActionManager * e2d::ActionManager::GetInstance()
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{
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static ActionManager instance;
return &instance;
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}
e2d::ActionManager::ActionManager()
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: actions_()
, running_actions_()
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{
}
e2d::ActionManager::~ActionManager()
{
}
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void e2d::ActionManager::Update()
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{
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if (running_actions_.empty())
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return;
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std::vector<Action*> currActions;
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currActions.reserve(running_actions_.size());
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std::copy_if(
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running_actions_.begin(),
running_actions_.end(),
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std::back_inserter(currActions),
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[](Action* action) { return action->IsRunning() && !action->IsDone(); }
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);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>еĶ<D0B5><C4B6><EFBFBD>
for (const auto& action : currActions)
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action->Update();
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ɵĶ<C9B5><C4B6><EFBFBD>
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for (auto iter = running_actions_.begin(); iter != running_actions_.end();)
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{
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if ((*iter)->IsDone())
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{
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(*iter)->Release();
(*iter)->target_ = nullptr;
iter = running_actions_.erase(iter);
}
else
{
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++iter;
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}
}
}
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void e2d::ActionManager::Add(Action * action)
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{
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if (action)
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{
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auto iter = std::find(actions_.begin(), actions_.end(), action);
if (iter == actions_.end())
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{
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actions_.push_back(action);
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}
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}
}
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void e2d::ActionManager::Remove(Action * action)
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{
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if (actions_.empty() || action == nullptr)
return;
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auto iter = std::find(actions_.begin(), actions_.end(), action);
if (iter != actions_.end())
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{
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actions_.erase(iter);
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}
}
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void e2d::ActionManager::ResumeAllBindedWith(Node * target)
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{
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if (running_actions_.empty() || target == nullptr)
return;
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for (const auto& action : running_actions_)
{
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if (action->GetTarget() == target)
{
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action->Resume();
}
}
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}
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void e2d::ActionManager::PauseAllBindedWith(Node * target)
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{
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if (running_actions_.empty() || target == nullptr)
return;
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for (const auto& action : running_actions_)
{
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if (action->GetTarget() == target)
{
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action->Pause();
}
}
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}
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void e2d::ActionManager::StopAllBindedWith(Node * target)
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{
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if (running_actions_.empty() || target == nullptr)
return;
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for (const auto& action : running_actions_)
{
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if (action->GetTarget() == target)
{
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action->Stop();
}
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}
}
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void e2d::ActionManager::Start(Action * action, Node * target, bool paused)
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{
WARN_IF(action == nullptr, "Action NULL pointer exception!");
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WARN_IF(target == nullptr, "GetTarget node NULL pointer exception!");
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if (action && target)
{
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if (action->target_ == nullptr)
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{
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auto iter = std::find(running_actions_.begin(), running_actions_.end(), action);
if (iter == running_actions_.end())
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{
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action->Retain();
action->StartWithTarget(target);
action->running_ = !paused;
running_actions_.push_back(action);
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}
}
else
{
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throw Exception("<EFBFBD><EFBFBD> Action <20><><EFBFBD><EFBFBD>ִ<EFBFBD><D6B4>Ŀ<EFBFBD><C4BF>");
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}
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}
}
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void e2d::ActionManager::Resume(const String& name)
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{
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if (running_actions_.empty() || name.IsEmpty())
return;
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for (const auto& action : running_actions_)
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{
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if (action->GetName() == name)
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{
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action->Resume();
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}
}
}
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void e2d::ActionManager::Pause(const String& name)
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{
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if (running_actions_.empty() || name.IsEmpty())
return;
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for (const auto& action : running_actions_)
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{
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if (action->GetName() == name)
{
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action->Pause();
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}
}
}
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void e2d::ActionManager::Stop(const String& name)
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{
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if (running_actions_.empty() || name.IsEmpty())
return;
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for (const auto& action : running_actions_)
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{
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if (action->GetName() == name)
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{
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action->Stop();
}
}
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}
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void e2d::ActionManager::ClearAllBindedWith(Node * target)
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{
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if (target)
{
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auto iter = std::find_if(
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running_actions_.begin(),
running_actions_.end(),
[target](Action* action) ->bool { return action->GetTarget() == target; }
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);
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if (iter != running_actions_.end())
{
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(*iter)->Release();
running_actions_.erase(iter);
}
}
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}
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void e2d::ActionManager::ClearAll()
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{
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if (!running_actions_.empty())
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{
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for (const auto& action : running_actions_)
{
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action->Release();
}
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running_actions_.clear();
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}
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actions_.clear();
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}
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std::vector<e2d::Action*> e2d::ActionManager::Get(const String& name)
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{
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std::vector<Action*> actions;
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for (const auto& action : actions_)
{
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if (action->GetName() == name)
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{
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actions.push_back(action);
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}
}
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return std::move(actions);
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}
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const std::vector<e2d::Action*>& e2d::ActionManager::GetAll()
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{
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return actions_;
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}
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void e2d::ActionManager::UpdateTime()
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{
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for (const auto& action : running_actions_)
{
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action->ResetTime();
}
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}