Magic_Game/core/Action/EActionRotateTo.cpp

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#include "..\eactions.h"
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e2d::EActionRotateTo::EActionRotateTo(float duration, float rotation) :
EActionRotateBy(duration, 0)
{
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m_nEndVal = rotation;
}
e2d::EActionRotateTo * e2d::EActionRotateTo::clone() const
{
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return new EActionRotateTo(m_fTotalDuration / 1000, m_nEndVal);
}
void e2d::EActionRotateTo::_init()
{
EActionRotateBy::_init();
m_nVariation = m_nEndVal - m_nBeginVal;
}
void e2d::EActionRotateTo::_reset()
{
EActionRotateBy::_reset();
}