Magic_Game/Easy2D/Action/EActionOpacityBy.cpp

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#include "..\eactions.h"
e2d::EActionOpacityBy::EActionOpacityBy(float duration, float opacity) :
EAnimation(duration)
{
m_nVariation = opacity;
}
void e2d::EActionOpacityBy::_init()
{
EAnimation::_init();
m_nBeginVal = m_pTarget->getOpacity();
}
void e2d::EActionOpacityBy::_callOn()
{
while (EAnimation::_isDelayEnough())
{
// <20><><EFBFBD><EFBFBD><EFBFBD>ƶ<EFBFBD>λ<EFBFBD><CEBB>
float scale = static_cast<float>(m_nDuration) / m_nTotalDuration;
// <20>ƶ<EFBFBD> Sprite
m_pTarget->setOpacity(m_nBeginVal + m_nVariation * scale);
// <20>ж϶<D0B6><CFB6><EFBFBD><EFBFBD>Ƿ<EFBFBD><C7B7><EFBFBD><EFBFBD><EFBFBD>
if (_isEnd())
{
this->stop();
break;
}
}
}
void e2d::EActionOpacityBy::_reset()
{
EAnimation::_reset();
}
e2d::EActionOpacityBy * e2d::EActionOpacityBy::clone() const
{
return new EActionOpacityBy(m_nAnimationInterval / 1000.0f, m_nVariation);
}
e2d::EActionOpacityBy * e2d::EActionOpacityBy::reverse() const
{
return new EActionOpacityBy(m_nTotalDuration / 1000.0f, -m_nVariation);
}