#include "..\e2daction.h" #include "..\e2dmanager.h" e2d::Action::Action() : running_(false) , done_(false) , initialized_(false) , target_(nullptr) { } e2d::Action::~Action() { } bool e2d::Action::IsRunning() { return running_; } void e2d::Action::Resume() { running_ = true; } void e2d::Action::Pause() { running_ = false; } void e2d::Action::Stop() { done_ = true; } const e2d::String& e2d::Action::GetName() const { return name_; } void e2d::Action::SetName(const String& name) { name_ = name; } e2d::Node * e2d::Action::GetTarget() { return target_; } void e2d::Action::Reset() { initialized_ = false; done_ = false; started_ = Time::Now(); } bool e2d::Action::IsDone() const { return done_; } void e2d::Action::StartWithTarget(Node* target) { target_ = target; running_ = true; this->Reset(); } void e2d::Action::Init() { initialized_ = true; started_ = Time::Now(); } void e2d::Action::Update() { if (!initialized_) { Init(); } } void e2d::Action::ResetTime() { }