#include "..\e2daction.h" e2d::Spawn::Spawn() { } e2d::Spawn::Spawn(int number, Action * action, ...) { va_list args; va_start(args, action); this->add(action); for (int i = 1; i < number; i++) { this->add(va_arg(args, Action*)); } va_end(args); } #ifdef HIGHER_THAN_VS2012 e2d::Spawn::Spawn(const std::initializer_list& actions) { this->add(actions); } #endif e2d::Spawn::~Spawn() { } void e2d::Spawn::_init() { Action::_init(); if (_target) { for (auto action : _actions) { action->_target = _target; action->_init(); } } } void e2d::Spawn::onDestroy() { Action::onDestroy(); for (auto action : _actions) { SafeRelease(&action); } } void e2d::Spawn::_update() { Action::_update(); size_t doneNum = 0; for (auto action : _actions) { if (action->_isDone()) { doneNum++; } else { action->_update(); } } if (doneNum == _actions.size()) { this->stop(); } } void e2d::Spawn::reset() { Action::reset(); for (auto action : _actions) { action->reset(); } } void e2d::Spawn::_resetTime() { for (auto action : _actions) { action->_resetTime(); } } void e2d::Spawn::add(Action * action) { if (action) { _actions.push_back(action); action->retain(); } } void e2d::Spawn::add(int number, Action * action, ...) { va_list args; va_start(args, action); this->add(action); for (int i = 1; i < number; i++) { this->add(va_arg(args, Action*)); } va_end(args); } #ifdef HIGHER_THAN_VS2012 void e2d::Spawn::add(const std::initializer_list& actions) { for (const auto &action : actions) { this->add(action); } } #endif e2d::Spawn * e2d::Spawn::clone() const { auto spawn = new (std::nothrow) Spawn(); for (const auto& action : _actions) { if (action) { spawn->add(action->clone()); } } return spawn; } e2d::Spawn * e2d::Spawn::reverse() const { auto spawn = new (std::nothrow) Spawn(); for (const auto& action : _actions) { if (action) { spawn->add(action->reverse()); } } spawn->_actions.reserve(_actions.size()); return spawn; }