SceneManager函数重命名
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284db32f6d
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@ -34,7 +34,7 @@ e2d::SceneManager::~SceneManager()
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{
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}
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void e2d::SceneManager::enter(Scene * scene, Transition * transition /* = nullptr */, bool saveCurrentScene /* = true */)
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void e2d::SceneManager::push(Scene * scene, Transition * transition /* = nullptr */, bool saveCurrentScene /* = true */)
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{
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if (!scene)
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return;
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@ -63,11 +63,14 @@ void e2d::SceneManager::enter(Scene * scene, Transition * transition /* = nullpt
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}
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}
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void e2d::SceneManager::back(Transition * transition /* = nullptr */)
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void e2d::SceneManager::pop(Transition * transition /* = nullptr */)
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{
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// 栈为空时,调用返回场景函数失败
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WARN_IF(_scenes.size() == 0, "Scene stack is empty!");
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if (_scenes.size() == 0) return;
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if (_scenes.size() == 0)
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{
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WARN("Scene stack is empty!");
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return;
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}
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// 从栈顶取出场景指针,作为下一场景
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_nextScene = _scenes.top();
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@ -22,15 +22,15 @@ public:
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// 销毁实例
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static void destroyInstance();
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// 切换场景
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void enter(
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// 场景入栈
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void push(
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Scene * scene, /* 下一个场景的指针 */
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Transition * transition = nullptr, /* 场景切换动作 */
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bool saveCurrentScene = true /* 是否保存当前场景 */
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);
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// 返回上一场景
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void back(
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// 场景出栈
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void pop(
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Transition * transition = nullptr /* 场景切换动作 */
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);
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