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										 |  |  | #include "..\e2daction.h"
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							|  |  |  | e2d::Spawn::Spawn() | 
					
						
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										 |  |  | e2d::Spawn::Spawn(const Actions& actions) | 
					
						
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										 |  |  | { | 
					
						
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										 |  |  | 	this->Add(actions); | 
					
						
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										 |  |  | } | 
					
						
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							|  |  |  | e2d::Spawn::~Spawn() | 
					
						
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										 |  |  | 	for (auto action : actions_) | 
					
						
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										 |  |  | 		SafeRelease(action); | 
					
						
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										 |  |  | 	} | 
					
						
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										 |  |  | } | 
					
						
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										 |  |  | void e2d::Spawn::Init() | 
					
						
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										 |  |  | 	Action::Init(); | 
					
						
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										 |  |  | 	if (target_) | 
					
						
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										 |  |  | 		for (const auto& action : actions_) | 
					
						
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										 |  |  | 			action->target_ = target_; | 
					
						
							|  |  |  | 			action->Init(); | 
					
						
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										 |  |  | 		} | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | } | 
					
						
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										 |  |  | void e2d::Spawn::Update() | 
					
						
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										 |  |  | 	Action::Update(); | 
					
						
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							|  |  |  | 	size_t doneNum = 0; | 
					
						
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										 |  |  | 	for (const auto& action : actions_) | 
					
						
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										 |  |  | 	{ | 
					
						
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										 |  |  | 		if (action->IsDone()) | 
					
						
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										 |  |  | 			++doneNum; | 
					
						
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										 |  |  | 		} | 
					
						
							|  |  |  | 		else | 
					
						
							|  |  |  | 		{ | 
					
						
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										 |  |  | 			action->Update(); | 
					
						
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										 |  |  | 		} | 
					
						
							|  |  |  | 	} | 
					
						
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										 |  |  | 	if (doneNum == actions_.size()) | 
					
						
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										 |  |  | 	{ | 
					
						
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										 |  |  | 		this->Stop(); | 
					
						
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										 |  |  | 	} | 
					
						
							|  |  |  | } | 
					
						
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										 |  |  | void e2d::Spawn::Reset() | 
					
						
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										 |  |  | { | 
					
						
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										 |  |  | 	Action::Reset(); | 
					
						
							|  |  |  | 	for (const auto& action : actions_) | 
					
						
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										 |  |  | 		action->Reset(); | 
					
						
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										 |  |  | 	} | 
					
						
							|  |  |  | } | 
					
						
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										 |  |  | void e2d::Spawn::ResetTime() | 
					
						
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										 |  |  | { | 
					
						
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										 |  |  | 	for (const auto& action : actions_) | 
					
						
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										 |  |  | 		action->ResetTime(); | 
					
						
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										 |  |  | 	} | 
					
						
							|  |  |  | } | 
					
						
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										 |  |  | void e2d::Spawn::Add(Action * action) | 
					
						
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										 |  |  | { | 
					
						
							|  |  |  | 	if (action) | 
					
						
							|  |  |  | 	{ | 
					
						
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										 |  |  | 		actions_.push_back(action); | 
					
						
							|  |  |  | 		action->Retain(); | 
					
						
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										 |  |  | 	} | 
					
						
							|  |  |  | } | 
					
						
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										 |  |  | void e2d::Spawn::Add(const Actions& actions) | 
					
						
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										 |  |  | { | 
					
						
							|  |  |  | 	for (const auto &action : actions) | 
					
						
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										 |  |  | 	{ | 
					
						
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										 |  |  | 		this->Add(action); | 
					
						
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										 |  |  | 	} | 
					
						
							|  |  |  | } | 
					
						
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										 |  |  | e2d::Spawn * e2d::Spawn::Clone() const | 
					
						
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										 |  |  | { | 
					
						
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										 |  |  | 	auto spawn = new Spawn(); | 
					
						
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										 |  |  | 	for (const auto& action : actions_) | 
					
						
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										 |  |  | 	{ | 
					
						
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										 |  |  | 		if (action) | 
					
						
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										 |  |  | 			spawn->Add(action->Clone()); | 
					
						
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										 |  |  | 		} | 
					
						
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										 |  |  | 	} | 
					
						
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										 |  |  | 	return spawn; | 
					
						
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										 |  |  | } | 
					
						
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										 |  |  | e2d::Spawn * e2d::Spawn::Reverse() const | 
					
						
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										 |  |  | { | 
					
						
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										 |  |  | 	auto spawn = new Spawn(); | 
					
						
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										 |  |  | 	if (spawn && !actions_.empty()) | 
					
						
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										 |  |  | 	{ | 
					
						
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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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										 |  |  | 		spawn->Add(newActions); | 
					
						
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										 |  |  | 	} | 
					
						
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										 |  |  | 	return spawn; | 
					
						
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										 |  |  | } |