Magic_Game/core/Action/ActionRotateBy.cpp

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#include "..\eactions.h"
e2d::EActionRotateBy::EActionRotateBy(float duration, float rotation) :
EActionGradual(duration)
{
m_nVariation = rotation;
}
void e2d::EActionRotateBy::_init()
{
EActionGradual::_init();
if (m_pTarget)
{
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m_nBeginVal = m_pTarget->getRotation();
}
}
void e2d::EActionRotateBy::_update()
{
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EActionGradual::_update();
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if (m_pTarget == nullptr)
{
this->stop();
return;
}
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// <20><>ת<EFBFBD>ڵ<EFBFBD>
m_pTarget->setRotation(m_nBeginVal + m_nVariation * m_fRateOfProgress);
}
void e2d::EActionRotateBy::_reset()
{
EActionGradual::_reset();
}
e2d::EActionRotateBy * e2d::EActionRotateBy::clone() const
{
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return new EActionRotateBy(m_fDuration, m_nVariation);
}
e2d::EActionRotateBy * e2d::EActionRotateBy::reverse() const
{
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return new EActionRotateBy(m_fDuration, -m_nVariation);
}