Magic_Game/core/Action/Action.cpp

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#include "..\eactions.h"
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e2d::EAction::EAction()
: m_bRunning(false)
, m_bEnding(false)
, m_bInit(false)
, m_pTarget(nullptr)
, m_pParentScene(nullptr)
, m_fLast(0)
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{
}
e2d::EAction::~EAction()
{
}
bool e2d::EAction::isRunning()
{
return m_bRunning;
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}
bool e2d::EAction::_isEnding()
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{
return m_bEnding;
}
void e2d::EAction::start()
{
this->resume();
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}
void e2d::EAction::resume()
{
m_bRunning = true;
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m_fLast = ETime::getTotalTime();
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}
void e2d::EAction::pause()
{
m_bRunning = false;
}
void e2d::EAction::stop()
{
m_bEnding = true;
}
void e2d::EAction::setTarget(ENode * node)
{
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if (!m_pTarget && node)
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{
// <20><><EFBFBD><EFBFBD>ֻ<EFBFBD><D6BB><EFBFBD><EFBFBD>һ<EFBFBD><D2BB>Ŀ<EFBFBD><C4BF>
m_pTarget = node;
}
}
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e2d::EAction * e2d::EAction::reverse() const
{
assert(0);
return nullptr;
}
e2d::ENode * e2d::EAction::getTarget()
{
return m_pTarget;
}
void e2d::EAction::_init()
{
m_bInit = true;
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// <20><>¼<EFBFBD><C2BC>ǰʱ<C7B0><CAB1>
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m_fLast = ETime::getTotalTime();
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}
void e2d::EAction::_update()
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{
if (!m_bInit)
{
_init();
}
}
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void e2d::EAction::_reset()
{
m_bInit = false;
m_bEnding = false;
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m_fLast = ETime::getTotalTime();
}
void e2d::EAction::_resetTime()
{
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m_fLast = ETime::getTotalTime();
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}