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										 |  |  | // Copyright (c) 2016-2018 Easy2D - Nomango
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							|  |  |  | // 
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							|  |  |  | // Permission is hereby granted, free of charge, to any person obtaining a copy
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							|  |  |  | // of this software and associated documentation files (the "Software"), to deal
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							|  |  |  | // in the Software without restriction, including without limitation the rights
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							|  |  |  | // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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							|  |  |  | // copies of the Software, and to permit persons to whom the Software is
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							|  |  |  | // furnished to do so, subject to the following conditions:
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							|  |  |  | // 
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							|  |  |  | // The above copyright notice and this permission notice shall be included in
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							|  |  |  | // all copies or substantial portions of the Software.
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							|  |  |  | // 
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							|  |  |  | // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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							|  |  |  | // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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							|  |  |  | // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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							|  |  |  | // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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							|  |  |  | // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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							|  |  |  | // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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							|  |  |  | // THE SOFTWARE.
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							|  |  |  | 
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										 |  |  | #include "Action.h"
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							|  |  |  | #include "Node.h"
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										 |  |  | namespace easy2d | 
					
						
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										 |  |  | { | 
					
						
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										 |  |  | 	Action::Action() | 
					
						
							|  |  |  | 		: running_(true) | 
					
						
							|  |  |  | 		, detach_target_(false) | 
					
						
							|  |  |  | 		, loops_done_(0) | 
					
						
							|  |  |  | 		, loops_(0) | 
					
						
							|  |  |  | 		, status_(Status::NotStarted) | 
					
						
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										 |  |  | 	{ | 
					
						
							|  |  |  | 	} | 
					
						
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										 |  |  | 	Action::~Action() | 
					
						
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										 |  |  | 	{ | 
					
						
							|  |  |  | 	} | 
					
						
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										 |  |  | 	void Action::UpdateStep(NodePtr const& target, Duration dt) | 
					
						
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										 |  |  | 	{ | 
					
						
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										 |  |  | 		elapsed_ += dt; | 
					
						
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										 |  |  | 		if (status_ == Status::NotStarted) | 
					
						
							|  |  |  | 		{ | 
					
						
							|  |  |  | 			Init(target); | 
					
						
							|  |  |  | 			status_ = delay_.IsZero() ? Status::Started : Status::Delayed; | 
					
						
							|  |  |  | 		} | 
					
						
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										 |  |  | 		switch (status_) | 
					
						
							|  |  |  | 		{ | 
					
						
							|  |  |  | 		case Status::Delayed: | 
					
						
							|  |  |  | 			if (elapsed_ >= delay_) | 
					
						
							|  |  |  | 			{ | 
					
						
							|  |  |  | 				status_ = Status::Started; | 
					
						
							|  |  |  | 			} | 
					
						
							|  |  |  | 			break; | 
					
						
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							|  |  |  | 		case Status::Started: | 
					
						
							|  |  |  | 			Update(target, dt); | 
					
						
							|  |  |  | 			break; | 
					
						
							|  |  |  | 		} | 
					
						
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										 |  |  | 		if (status_ == Status::Done) | 
					
						
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										 |  |  | 		{ | 
					
						
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										 |  |  | 			if (cb_done_) | 
					
						
							|  |  |  | 				cb_done_(); | 
					
						
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							|  |  |  | 			if (detach_target_) | 
					
						
							|  |  |  | 				target->RemoveFromParent(); | 
					
						
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							|  |  |  | 			status_ = Status::Removeable; | 
					
						
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										 |  |  | 		} | 
					
						
							|  |  |  | 	} | 
					
						
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										 |  |  | 	void Action::Complete(NodePtr const& target) | 
					
						
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										 |  |  | 	{ | 
					
						
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										 |  |  | 		if (cb_loop_done_) | 
					
						
							|  |  |  | 			cb_loop_done_(); | 
					
						
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							|  |  |  | 		if (loops_ >= 0 | 
					
						
							|  |  |  | 			&& loops_done_ >= loops_) | 
					
						
							|  |  |  | 		{ | 
					
						
							|  |  |  | 			Done(); | 
					
						
							|  |  |  | 		} | 
					
						
							|  |  |  | 		else | 
					
						
							|  |  |  | 		{ | 
					
						
							|  |  |  | 			Init(target);	// reinit when a loop is done
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							|  |  |  | 		} | 
					
						
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							|  |  |  | 		++loops_done_; | 
					
						
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										 |  |  | 	} | 
					
						
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										 |  |  | 	void Action::Restart(NodePtr const & target) | 
					
						
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										 |  |  | 	{ | 
					
						
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										 |  |  | 		status_ = Status::NotStarted; | 
					
						
							|  |  |  | 		elapsed_ = 0; | 
					
						
							|  |  |  | 		loops_done_ = 0; | 
					
						
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							|  |  |  | 		Init(target); | 
					
						
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										 |  |  | 	} | 
					
						
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										 |  |  | } |