Magic_Game/core/base/Action.h

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// Copyright (c) 2016-2018 Easy2D - Nomango
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.
#pragma once
#include "base.h"
#include "time.h"
#include "RefCounter.h"
namespace easy2d
{
class Node;
class Loop;
class Sequence;
class Spawn;
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
class Action
: public RefCounter
{
friend class Loop;
friend class Sequence;
friend class Spawn;
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E2D_DISABLE_COPY(Action);
public:
Action();
virtual ~Action();
// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>״̬
virtual bool IsRunning();
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
virtual void Resume();
// <20><>ͣ<EFBFBD><CDA3><EFBFBD><EFBFBD>
virtual void Pause();
// ֹͣ<CDA3><D6B9><EFBFBD><EFBFBD>
virtual void Stop();
// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
virtual const String& GetName() const;
// <20><><EFBFBD>ö<EFBFBD><C3B6><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
virtual void SetName(
const String& name
);
// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD>Ŀ<EFBFBD><C4BF><EFBFBD>
virtual Action * Clone() const = 0;
// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD>ĵ<EFBFBD>ת
virtual Action * Reverse() const = 0;
// <20><><EFBFBD>ö<EFBFBD><C3B6><EFBFBD>
virtual void Reset();
// <20><>ȡ<EFBFBD>ö<EFBFBD><C3B6><EFBFBD><EFBFBD><EFBFBD>ִ<EFBFBD><D6B4>Ŀ<EFBFBD><C4BF>
virtual Node * GetTarget();
// <20><>ʼ<EFBFBD><CABC><EFBFBD><EFBFBD>
virtual void StartWithTarget(
Node* target
);
// <20><>ʼ<EFBFBD><CABC><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
virtual void Initialize();
// <20><><EFBFBD><EFBFBD><C2B6><EFBFBD>
virtual void Update();
// <20><><EFBFBD>ö<EFBFBD><C3B6><EFBFBD>ʱ<EFBFBD><CAB1>
virtual void ResetTime();
// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>״̬
virtual bool IsDone() const;
protected:
String name_;
bool running_;
bool done_;
bool initialized_;
Node* target_;
time::TimePoint started_;
};
}