Magic_Game/Easy2D/Action/ActionTwo.cpp

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#include "..\easy2d.h"
ActionTwo::ActionTwo(Action * actionFirst, Action * actionSecond) :
m_FirstAction(actionFirst),
m_SecondAction(actionSecond)
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{
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m_FirstAction->retain();
m_SecondAction->retain();
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}
ActionTwo::~ActionTwo()
{
SafeRelease(m_FirstAction);
SafeRelease(m_SecondAction);
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}
ActionTwo * ActionTwo::copy() const
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{
return new ActionTwo(m_FirstAction->copy(), m_SecondAction->copy());
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}
ActionTwo * ActionTwo::reverse(bool actionReverse) const
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{
if (actionReverse)
{
return new ActionTwo(m_SecondAction->reverse(), m_FirstAction->reverse());
}
else
{
return new ActionTwo(m_SecondAction->copy(), m_FirstAction->copy());
}
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}
void ActionTwo::_init()
{
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Action::_init();
m_FirstAction->m_pTargetSprite = m_pTargetSprite;
m_SecondAction->m_pTargetSprite = m_pTargetSprite;
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m_FirstAction->_init();
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}
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void ActionTwo::_exec(std::chrono::steady_clock::time_point nNow)
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{
if (!m_FirstAction->isEnding())
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{
m_FirstAction->_exec(nNow);
if (m_FirstAction->isEnding())
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{
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// <20><><EFBFBD><EFBFBD> true <20><>ʾ<EFBFBD><CABE>һ<EFBFBD><D2BB><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ѿ<EFBFBD><D1BE><EFBFBD><EFBFBD><EFBFBD>
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m_SecondAction->_init();
}
}
else if (!m_SecondAction->isEnding())
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{
m_SecondAction->_exec(nNow);
}
else
{
this->stop();
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}
}
void ActionTwo::_reset()
{
Action::_reset();
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m_FirstAction->_reset();
m_SecondAction->_reset();
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}