Magic_Game/core/e2daction.h

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#pragma once
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#include "e2dnode.h"
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namespace e2d
{
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class ActionManager;
class Loop;
class Sequence;
class Spawn;
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
class Action :
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public Object
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{
friend ActionManager;
friend Loop;
friend Sequence;
friend Spawn;
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public:
Action();
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virtual ~Action();
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// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>״̬
virtual bool isRunning();
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
virtual void resume();
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// <20><>ͣ<EFBFBD><CDA3><EFBFBD><EFBFBD>
virtual void pause();
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// ֹͣ<CDA3><D6B9><EFBFBD><EFBFBD>
virtual void stop();
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// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
virtual String getName() const;
// <20><><EFBFBD>ö<EFBFBD><C3B6><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
virtual void setName(
const String& name
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);
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// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD>Ŀ<EFBFBD><C4BF><EFBFBD>
virtual Action * clone() const = 0;
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// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD>ĵ<EFBFBD>ת
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virtual Action * reverse() const = 0;
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// <20><><EFBFBD>ö<EFBFBD><C3B6><EFBFBD>
virtual void reset();
// <20><>ȡ<EFBFBD>ö<EFBFBD><C3B6><EFBFBD><EFBFBD><EFBFBD>ִ<EFBFBD><D6B4>Ŀ<EFBFBD><C4BF>
virtual Node * getTarget();
// <20><><EFBFBD>ٶ<EFBFBD><D9B6><EFBFBD>
virtual void onDestroy() override;
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protected:
// <20><>ʼ<EFBFBD><CABC><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
virtual void _init();
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// <20><><EFBFBD><EFBFBD><C2B6><EFBFBD>
virtual void _update();
// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>״̬
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virtual bool _isDone();
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// <20><><EFBFBD>ö<EFBFBD><C3B6><EFBFBD>ʱ<EFBFBD><CAB1>
virtual void _resetTime();
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// <20><>ʼ<EFBFBD><CABC><EFBFBD><EFBFBD>
virtual void _startWithTarget(
Node* target
);
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protected:
String _name;
bool _running;
bool _done;
bool _initialized;
Node * _target;
double _last;
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};
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
class ActionGradual :
public Action
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{
public:
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// <20><><EFBFBD><EFBFBD><EFBFBD>ض<EFBFBD>ʱ<EFBFBD><CAB1><EFBFBD>ij<EFBFBD><C4B3><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
ActionGradual(
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double duration
);
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// <20><><EFBFBD>ö<EFBFBD><C3B6><EFBFBD>
virtual void reset() override;
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protected:
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// <20><>ʼ<EFBFBD><CABC><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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virtual void _init() override;
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// <20><><EFBFBD><EFBFBD><C2B6><EFBFBD>
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virtual void _update() override;
// <20><><EFBFBD>ö<EFBFBD><C3B6><EFBFBD>ʱ<EFBFBD><CAB1>
virtual void _resetTime() override;
protected:
double _duration;
double _delta;
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};
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// <20><><EFBFBD><EFBFBD>λ<EFBFBD>ƶ<EFBFBD><C6B6><EFBFBD>
class MoveBy :
public ActionGradual
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{
public:
MoveBy(
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double duration, /* <20><><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1> */
Vector vector /* <20>ƶ<EFBFBD><C6B6><EFBFBD><EFBFBD><EFBFBD> */
);
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>λ<EFBFBD>ƶ<EFBFBD><C6B6><EFBFBD>
static MoveBy * create(
double duration, /* <20><><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1> */
Vector vector /* <20>ƶ<EFBFBD><C6B6><EFBFBD><EFBFBD><EFBFBD> */
);
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// <20><>ȡ<EFBFBD>ö<EFBFBD><C3B6><EFBFBD><EFBFBD>Ŀ<EFBFBD><C4BF><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
virtual MoveBy * clone() const override;
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// <20><>ȡ<EFBFBD>ö<EFBFBD><C3B6><EFBFBD><EFBFBD>ĵ<EFBFBD>ת
virtual MoveBy * reverse() const override;
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protected:
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// <20><>ʼ<EFBFBD><CABC><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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virtual void _init() override;
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// <20><><EFBFBD><EFBFBD><C2B6><EFBFBD>
virtual void _update() override;
protected:
Point _startPos;
Vector _deltaPos;
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};
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// λ<>ƶ<EFBFBD><C6B6><EFBFBD>
class MoveTo :
public MoveBy
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{
public:
MoveTo(
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double duration, /* <20><><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1> */
Point pos /* Ŀ<><C4BF><EFBFBD><EFBFBD><EFBFBD><EFBFBD> */
);
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// <20><><EFBFBD><EFBFBD>λ<EFBFBD>ƶ<EFBFBD><C6B6><EFBFBD>
static MoveTo * create(
double duration, /* <20><><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1> */
Point pos /* Ŀ<><C4BF><EFBFBD><EFBFBD><EFBFBD><EFBFBD> */
);
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// <20><>ȡ<EFBFBD>ö<EFBFBD><C3B6><EFBFBD><EFBFBD>Ŀ<EFBFBD><C4BF><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
virtual MoveTo * clone() const override;
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// <20><>ȡ<EFBFBD>ö<EFBFBD><C3B6><EFBFBD><EFBFBD>ĵ<EFBFBD>ת
virtual MoveTo * reverse() const override
{
ASSERT(false, "reverse() not supported in MoveTo");
return nullptr;
}
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protected:
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// <20><>ʼ<EFBFBD><CABC><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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virtual void _init() override;
protected:
Point _endPos;
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};
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ծ<EFBFBD><D4BE><EFBFBD><EFBFBD>
class JumpBy :
public ActionGradual
{
public:
JumpBy(
double duration, /* <20><><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1> */
const Vector& vec, /* <20><>Ծ<EFBFBD><D4BE><EFBFBD><EFBFBD> */
double height, /* <20><>Ծ<EFBFBD>߶<EFBFBD> */
int jumps /* <20><>Ծ<EFBFBD><D4BE><EFBFBD><EFBFBD> */
);
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ծ<EFBFBD><D4BE><EFBFBD><EFBFBD>
static JumpBy * create(
double duration, /* <20><><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1> */
const Vector& vec, /* <20><>Ծ<EFBFBD><D4BE><EFBFBD><EFBFBD> */
double height, /* <20><>Ծ<EFBFBD>߶<EFBFBD> */
int jumps /* <20><>Ծ<EFBFBD><D4BE><EFBFBD><EFBFBD> */
);
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// <20><>ȡ<EFBFBD>ö<EFBFBD><C3B6><EFBFBD><EFBFBD>Ŀ<EFBFBD><C4BF><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
virtual JumpBy * clone() const override;
// <20><>ȡ<EFBFBD>ö<EFBFBD><C3B6><EFBFBD><EFBFBD>ĵ<EFBFBD>ת
virtual JumpBy * reverse() const override;
protected:
// <20><>ʼ<EFBFBD><CABC><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
virtual void _init() override;
// <20><><EFBFBD><EFBFBD><C2B6><EFBFBD>
virtual void _update() override;
protected:
Point _startPos;
Vector _deltaPos;
double _height;
int _jumps;
Point _prevPos;
};
// <20><>Ծ<EFBFBD><D4BE><EFBFBD><EFBFBD>
class JumpTo :
public JumpBy
{
public:
JumpTo(
double duration, /* <20><><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1> */
const Point& pos, /* Ŀ<><C4BF><EFBFBD><EFBFBD><EFBFBD><EFBFBD> */
double height, /* <20><>Ծ<EFBFBD>߶<EFBFBD> */
int jumps /* <20><>Ծ<EFBFBD><D4BE><EFBFBD><EFBFBD> */
);
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// <20><><EFBFBD><EFBFBD>λ<EFBFBD>ƶ<EFBFBD><C6B6><EFBFBD>
static JumpTo * create(
double duration, /* <20><><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1> */
const Point& pos, /* Ŀ<><C4BF><EFBFBD><EFBFBD><EFBFBD><EFBFBD> */
double height, /* <20><>Ծ<EFBFBD>߶<EFBFBD> */
int jumps /* <20><>Ծ<EFBFBD><D4BE><EFBFBD><EFBFBD> */
);
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// <20><>ȡ<EFBFBD>ö<EFBFBD><C3B6><EFBFBD><EFBFBD>Ŀ<EFBFBD><C4BF><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
virtual JumpTo * clone() const override;
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// <20><>ȡ<EFBFBD>ö<EFBFBD><C3B6><EFBFBD><EFBFBD>ĵ<EFBFBD>ת
virtual JumpTo * reverse() const override
{
ASSERT(false, "reverse() not supported in JumpTo");
return nullptr;
}
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protected:
// <20><>ʼ<EFBFBD><CABC><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
virtual void _init() override;
protected:
Point _endPos;
};
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ŷ<EFBFBD><C5B6><EFBFBD>
class ScaleBy :
public ActionGradual
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{
public:
ScaleBy(
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double duration, /* <20><><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1> */
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double scale /* <20><><EFBFBD>Ա仯ֵ */
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);
ScaleBy(
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double duration, /* <20><><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1> */
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double scaleX, /* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ա仯ֵ */
double scaleY /* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ա仯ֵ */
);
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ŷ<EFBFBD><C5B6><EFBFBD>
static ScaleBy * create(
double duration, /* <20><><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1> */
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double scale /* <20><><EFBFBD>Ա仯ֵ */
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);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ŷ<EFBFBD><C5B6><EFBFBD>
static ScaleBy * create(
double duration, /* <20><><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1> */
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double scaleX, /* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ա仯ֵ */
double scaleY /* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ա仯ֵ */
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);
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// <20><>ȡ<EFBFBD>ö<EFBFBD><C3B6><EFBFBD><EFBFBD>Ŀ<EFBFBD><C4BF><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
virtual ScaleBy * clone() const override;
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// <20><>ȡ<EFBFBD>ö<EFBFBD><C3B6><EFBFBD><EFBFBD>ĵ<EFBFBD>ת
virtual ScaleBy * reverse() const override;
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protected:
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// <20><>ʼ<EFBFBD><CABC><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
virtual void _init() override;
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// <20><><EFBFBD><EFBFBD><C2B6><EFBFBD>
virtual void _update() override;
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protected:
double _startScaleX;
double _startScaleY;
double _deltaX;
double _deltaY;
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};
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// <20><><EFBFBD>Ŷ<EFBFBD><C5B6><EFBFBD>
class ScaleTo :
public ScaleBy
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{
public:
ScaleTo(
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double duration, /* <20><><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1> */
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double scale /* Ŀ<><C4BF>ֵ */
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);
ScaleTo(
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double duration, /* <20><><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1> */
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double scaleX, /* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ŀ<EFBFBD><C4BF>ֵ */
double scaleY /* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ŀ<EFBFBD><C4BF>ֵ */
);
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ŷ<EFBFBD><C5B6><EFBFBD>
static ScaleTo * create(
double duration, /* <20><><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1> */
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double scale /* Ŀ<><C4BF>ֵ */
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);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ŷ<EFBFBD><C5B6><EFBFBD>
static ScaleTo * create(
double duration, /* <20><><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1> */
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double scaleX, /* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ŀ<EFBFBD><C4BF>ֵ */
double scaleY /* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ŀ<EFBFBD><C4BF>ֵ */
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);
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// <20><>ȡ<EFBFBD>ö<EFBFBD><C3B6><EFBFBD><EFBFBD>Ŀ<EFBFBD><C4BF><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
virtual ScaleTo * clone() const override;
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// <20><>ȡ<EFBFBD>ö<EFBFBD><C3B6><EFBFBD><EFBFBD>ĵ<EFBFBD>ת
virtual ScaleTo * reverse() const override
{
ASSERT(false, "reverse() not supported in ScaleTo");
return nullptr;
}
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protected:
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// <20><>ʼ<EFBFBD><CABC><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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virtual void _init() override;
protected:
double _endScaleX;
double _endScaleY;
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};
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// ͸<><CDB8><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Խ<EFBFBD><D4BD><EFBFBD><E4B6AF>
class OpacityBy :
public ActionGradual
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{
public:
OpacityBy(
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double duration, /* <20><><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1> */
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double opacity /* <20><><EFBFBD>Ա仯ֵ */
);
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// <20><><EFBFBD><EFBFBD>͸<EFBFBD><CDB8><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Խ<EFBFBD><D4BD><EFBFBD><E4B6AF>
static OpacityBy * create(
double duration, /* <20><><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1> */
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double opacity /* <20><><EFBFBD>Ա仯ֵ */
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);
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// <20><>ȡ<EFBFBD>ö<EFBFBD><C3B6><EFBFBD><EFBFBD>Ŀ<EFBFBD><C4BF><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
virtual OpacityBy * clone() const override;
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// <20><>ȡ<EFBFBD>ö<EFBFBD><C3B6><EFBFBD><EFBFBD>ĵ<EFBFBD>ת
virtual OpacityBy * reverse() const override;
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protected:
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// <20><>ʼ<EFBFBD><CABC><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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virtual void _init() override;
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// <20><><EFBFBD><EFBFBD><C2B6><EFBFBD>
virtual void _update() override;
protected:
double _startVal;
double _deltaVal;
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};
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// ͸<><CDB8><EFBFBD>Ƚ<EFBFBD><C8BD><EFBFBD><E4B6AF>
class OpacityTo :
public OpacityBy
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{
public:
OpacityTo(
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double duration, /* <20><><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1> */
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double opacity /* Ŀ<><C4BF>ֵ */
);
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// <20><><EFBFBD><EFBFBD>͸<EFBFBD><CDB8><EFBFBD>Ƚ<EFBFBD><C8BD><EFBFBD><E4B6AF>
static OpacityTo * create(
double duration, /* <20><><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1> */
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double opacity /* Ŀ<><C4BF>ֵ */
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);
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// <20><>ȡ<EFBFBD>ö<EFBFBD><C3B6><EFBFBD><EFBFBD>Ŀ<EFBFBD><C4BF><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
virtual OpacityTo * clone() const override;
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// <20><>ȡ<EFBFBD>ö<EFBFBD><C3B6><EFBFBD><EFBFBD>ĵ<EFBFBD>ת
virtual OpacityTo * reverse() const override
{
ASSERT(false, "reverse() not supported in OpacityTo");
return nullptr;
}
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protected:
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// <20><>ʼ<EFBFBD><CABC><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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virtual void _init() override;
protected:
double _endVal;
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};
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// <20><><EFBFBD><EFBFBD><EBB6AF>
class FadeIn :
public OpacityTo
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{
public:
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EBB6AF>
FadeIn(
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double duration /* <20><><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1> */
)
: OpacityTo(duration, 1)
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{
}
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};
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
class FadeOut :
public OpacityTo
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{
public:
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
FadeOut(
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double duration /* <20><><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1> */
)
: OpacityTo(duration, 0)
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{
}
};
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ת<EFBFBD><D7AA><EFBFBD><EFBFBD>
class RotateBy :
public ActionGradual
{
public:
RotateBy(
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double duration, /* <20><><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1> */
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double rotation /* <20><><EFBFBD>Ա仯ֵ */
);
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ת<EFBFBD><D7AA><EFBFBD><EFBFBD>
static RotateBy * create(
double duration, /* <20><><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1> */
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double rotation /* <20><><EFBFBD>Ա仯ֵ */
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);
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// <20><>ȡ<EFBFBD>ö<EFBFBD><C3B6><EFBFBD><EFBFBD>Ŀ<EFBFBD><C4BF><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
virtual RotateBy * clone() const override;
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// <20><>ȡ<EFBFBD>ö<EFBFBD><C3B6><EFBFBD><EFBFBD>ĵ<EFBFBD>ת
virtual RotateBy * reverse() const override;
protected:
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// <20><>ʼ<EFBFBD><CABC><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
virtual void _init() override;
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// <20><><EFBFBD><EFBFBD><C2B6><EFBFBD>
virtual void _update() override;
protected:
double _startVal;
double _deltaVal;
};
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// <20><>ת<EFBFBD><D7AA><EFBFBD><EFBFBD>
class RotateTo :
public RotateBy
{
public:
RotateTo(
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double duration, /* <20><><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1> */
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double rotation /* Ŀ<><C4BF>ֵ */
);
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ת<EFBFBD><D7AA><EFBFBD><EFBFBD>
static RotateTo * create(
double duration, /* <20><><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1> */
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double rotation /* Ŀ<><C4BF>ֵ */
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);
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// <20><>ȡ<EFBFBD>ö<EFBFBD><C3B6><EFBFBD><EFBFBD>Ŀ<EFBFBD><C4BF><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
virtual RotateTo * clone() const override;
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// <20><>ȡ<EFBFBD>ö<EFBFBD><C3B6><EFBFBD><EFBFBD>ĵ<EFBFBD>ת
virtual RotateTo * reverse() const override
{
ASSERT(false, "reverse() not supported in RotateTo");
return nullptr;
}
protected:
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// <20><>ʼ<EFBFBD><CABC><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
virtual void _init() override;
protected:
double _endVal;
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};
// <20><>ʱ<EFBFBD><CAB1><EFBFBD><EFBFBD>
class Delay :
public Action
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{
public:
Delay(
double duration /* <20>ӳ<EFBFBD>ʱ<EFBFBD><CAB1><EFBFBD><EFBFBD><EFBFBD>룩 */
);
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1><EFBFBD><EFBFBD>
static Delay * create(
double duration /* <20>ӳ<EFBFBD>ʱ<EFBFBD><CAB1><EFBFBD><EFBFBD><EFBFBD>룩 */
);
// <20><>ȡ<EFBFBD>ö<EFBFBD><C3B6><EFBFBD><EFBFBD>Ŀ<EFBFBD><C4BF><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
virtual Delay * clone() const override;
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// <20><>ȡ<EFBFBD>ö<EFBFBD><C3B6><EFBFBD><EFBFBD>ĵ<EFBFBD>ת
virtual Delay * reverse() const override;
// <20><><EFBFBD>ö<EFBFBD><C3B6><EFBFBD>
virtual void reset() override;
protected:
// <20><>ʼ<EFBFBD><CABC><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
virtual void _init() override;
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// <20><><EFBFBD><EFBFBD><C2B6><EFBFBD>
virtual void _update() override;
// <20><><EFBFBD>ö<EFBFBD><C3B6><EFBFBD>ʱ<EFBFBD><CAB1>
virtual void _resetTime() override;
protected:
double _delay;
double _delta;
};
// ѭ<><D1AD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
class Loop :
public Action
{
public:
Loop(
Action * action, /* ִ<><D6B4>ѭ<EFBFBD><D1AD><EFBFBD>Ķ<EFBFBD><C4B6><EFBFBD> */
int times = -1 /* ѭ<><D1AD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> */
);
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// <20><><EFBFBD><EFBFBD>ѭ<EFBFBD><D1AD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
static Loop * create(
Action * action, /* ִ<><D6B4>ѭ<EFBFBD><D1AD><EFBFBD>Ķ<EFBFBD><C4B6><EFBFBD> */
int times = -1 /* ѭ<><D1AD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> */
);
virtual ~Loop();
// <20><>ȡ<EFBFBD>ö<EFBFBD><C3B6><EFBFBD><EFBFBD>Ŀ<EFBFBD><C4BF><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
virtual Loop * clone() const override;
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// <20><>ȡ<EFBFBD>ö<EFBFBD><C3B6><EFBFBD><EFBFBD>ĵ<EFBFBD>ת
virtual Loop * reverse() const override;
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// <20><><EFBFBD>ö<EFBFBD><C3B6><EFBFBD>
virtual void reset() override;
// <20><><EFBFBD>ٶ<EFBFBD><D9B6><EFBFBD>
virtual void onDestroy() override;
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protected:
// <20><>ʼ<EFBFBD><CABC><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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virtual void _init() override;
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// <20><><EFBFBD><EFBFBD><C2B6><EFBFBD>
virtual void _update() override;
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// <20><><EFBFBD>ö<EFBFBD><C3B6><EFBFBD>ʱ<EFBFBD><CAB1>
virtual void _resetTime() override;
protected:
Action * _action;
int _times;
int _totalTimes;
};
// <20>ص<EFBFBD><D8B5><EFBFBD><EFBFBD><EFBFBD>
class CallFunc :
public Action
{
public:
CallFunc(
const Function& func /* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> */
);
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// <20><><EFBFBD><EFBFBD>ִ<EFBFBD>к<EFBFBD><D0BA><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ķ<EFBFBD><C4B6><EFBFBD>
static CallFunc * create(
const Function& func /* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> */
);
// <20><>ȡ<EFBFBD>ö<EFBFBD><C3B6><EFBFBD><EFBFBD>Ŀ<EFBFBD><C4BF><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
virtual CallFunc * clone() const override;
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// <20><>ȡ<EFBFBD>ö<EFBFBD><C3B6><EFBFBD><EFBFBD>ĵ<EFBFBD>ת
virtual CallFunc * reverse() const override;
protected:
// <20><>ʼ<EFBFBD><CABC><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
virtual void _init() override;
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// <20><><EFBFBD><EFBFBD><C2B6><EFBFBD>
virtual void _update() override;
protected:
Function _func;
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};
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// ˳<><CBB3><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
class Sequence :
public Action
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{
public:
Sequence();
Sequence(
const std::vector<Action*>& actions /* <20><><EFBFBD><EFBFBD><EFBFBD>б<EFBFBD> */
);
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// <20><><EFBFBD><EFBFBD>˳<EFBFBD><CBB3><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
static Sequence * create();
// <20><><EFBFBD><EFBFBD>˳<EFBFBD><CBB3><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
static Sequence * create(
const std::vector<Action*>& actions /* <20><><EFBFBD><EFBFBD><EFBFBD>б<EFBFBD> */
);
virtual ~Sequence();
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// <20>ڽ<EFBFBD>β<EFBFBD><CEB2><EFBFBD>Ӷ<EFBFBD><D3B6><EFBFBD>
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void add(
Action * action
);
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// <20>ڽ<EFBFBD>β<EFBFBD><CEB2><EFBFBD>Ӷ<EFBFBD><D3B6><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
void add(
const std::vector<Action*>& actions /* <20><><EFBFBD><EFBFBD><EFBFBD>б<EFBFBD> */
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);
// <20><>ȡ<EFBFBD>ö<EFBFBD><C3B6><EFBFBD><EFBFBD>Ŀ<EFBFBD><C4BF><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
virtual Sequence * clone() const override;
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// <20><>ȡ<EFBFBD>ö<EFBFBD><C3B6><EFBFBD><EFBFBD>ĵ<EFBFBD>ת
virtual Sequence * reverse() const;
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// <20><><EFBFBD>ö<EFBFBD><C3B6><EFBFBD>
virtual void reset() override;
// <20><><EFBFBD>ٶ<EFBFBD><D9B6><EFBFBD>
virtual void onDestroy() override;
protected:
// <20><>ʼ<EFBFBD><CABC><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
virtual void _init() override;
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// <20><><EFBFBD><EFBFBD><C2B6><EFBFBD>
virtual void _update() override;
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// <20><><EFBFBD>ö<EFBFBD><C3B6><EFBFBD>ʱ<EFBFBD><CAB1>
virtual void _resetTime() override;
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protected:
UINT _currIndex;
std::vector<Action*> _actions;
};
// ͬ<><CDAC><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
class Spawn :
public Action
{
public:
Spawn();
Spawn(
const std::vector<Action*>& actions /* <20><><EFBFBD><EFBFBD><EFBFBD>б<EFBFBD> */
);
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// <20><><EFBFBD><EFBFBD>ͬ<EFBFBD><CDAC><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
static Spawn * create();
// <20><><EFBFBD><EFBFBD>ͬ<EFBFBD><CDAC><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
static Spawn * create(
const std::vector<Action*>& actions /* <20><><EFBFBD><EFBFBD><EFBFBD>б<EFBFBD> */
);
virtual ~Spawn();
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// <20>ڽ<EFBFBD>β<EFBFBD><CEB2><EFBFBD>Ӷ<EFBFBD><D3B6><EFBFBD>
void add(
Action * action
);
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// <20>ڽ<EFBFBD>β<EFBFBD><CEB2><EFBFBD>Ӷ<EFBFBD><D3B6><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
void add(
const std::vector<Action*>& actions /* <20><><EFBFBD><EFBFBD><EFBFBD>б<EFBFBD> */
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);
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// <20><>ȡ<EFBFBD>ö<EFBFBD><C3B6><EFBFBD><EFBFBD>Ŀ<EFBFBD><C4BF><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
virtual Spawn * clone() const override;
// <20><>ȡ<EFBFBD>ö<EFBFBD><C3B6><EFBFBD><EFBFBD>ĵ<EFBFBD>ת
virtual Spawn * reverse() const;
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// <20><><EFBFBD>ö<EFBFBD><C3B6><EFBFBD>
virtual void reset() override;
// <20><><EFBFBD>ٶ<EFBFBD><D9B6><EFBFBD>
virtual void onDestroy() override;
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protected:
// <20><>ʼ<EFBFBD><CABC><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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virtual void _init() override;
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// <20><><EFBFBD><EFBFBD><C2B6><EFBFBD>
virtual void _update() override;
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// <20><><EFBFBD>ö<EFBFBD><C3B6><EFBFBD>ʱ<EFBFBD><CAB1>
virtual void _resetTime() override;
protected:
std::vector<Action*> _actions;
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};
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// <20><><EFBFBD><EFBFBD><E9B6AF>
class Animate :
public Action
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{
public:
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Animate();
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Animate(
Animation * animation
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);
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><E9B6AF>
static Animate * create();
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><E9B6AF>
static Animate * create(
Animation * animation
);
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virtual ~Animate();
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// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD>
virtual Animation * getAnimation() const;
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// <20><><EFBFBD>ö<EFBFBD><C3B6><EFBFBD>
virtual void setAnimation(
Animation * animation
);
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// <20><>ȡ<EFBFBD>ö<EFBFBD><C3B6><EFBFBD><EFBFBD>Ŀ<EFBFBD><C4BF><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
virtual Animate * clone() const override;
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// <20><>ȡ<EFBFBD>ö<EFBFBD><C3B6><EFBFBD><EFBFBD>ĵ<EFBFBD>ת
virtual Animate * reverse() const override;
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// <20><><EFBFBD>ö<EFBFBD><C3B6><EFBFBD>
virtual void reset() override;
// <20><><EFBFBD>ٶ<EFBFBD><D9B6><EFBFBD>
virtual void onDestroy() override;
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protected:
// <20><>ʼ<EFBFBD><CABC><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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virtual void _init() override;
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// <20><><EFBFBD><EFBFBD><C2B6><EFBFBD>
virtual void _update() override;
// <20><><EFBFBD>ö<EFBFBD><C3B6><EFBFBD>ʱ<EFBFBD><CAB1>
virtual void _resetTime() override;
protected:
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UINT _frameIndex;
Animation * _animation;
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};
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}