#include "..\e2daction.h" #include "..\e2dobject.h" e2d::Animate::Animate() : frame_index_(0) , animation_(nullptr) { } e2d::Animate::Animate(Animation * animation) : frame_index_(0) , animation_(nullptr) { this->SetAnimation(animation); } e2d::Animate::~Animate() { GC::GetInstance()->SafeRelease(animation_); } e2d::Animation * e2d::Animate::GetAnimation() const { return animation_; } void e2d::Animate::SetAnimation(Animation * animation) { if (animation && animation != animation_ && !animation->GetFrames().empty()) { if (animation_) animation_->Release(); animation_ = animation; animation_->Retain(); } } void e2d::Animate::Init() { Action::Init(); auto target = dynamic_cast(target_); if (target && animation_) { target->Open(animation_->GetFrames()[frame_index_]); ++frame_index_; } } void e2d::Animate::Update() { Action::Update(); if (!animation_) { this->Stop(); return; } while ((Time::Now() - started_).Seconds() >= animation_->GetInterval()) { auto& frames = animation_->GetFrames(); auto target = dynamic_cast(target_); if (target) { target->Open(frames[frame_index_]); } started_ += Duration(animation_->GetInterval()); ++frame_index_; if (frame_index_ == frames.size()) { this->Stop(); break; } } } void e2d::Animate::ResetTime() { Action::ResetTime(); } void e2d::Animate::Reset() { Action::Reset(); frame_index_ = 0; } e2d::Animate * e2d::Animate::Clone() const { if (animation_) { return new (e2d::autorelease) Animate(animation_); } return nullptr; } e2d::Animate * e2d::Animate::Reverse() const { if (animation_) { auto animation = animation_->Reverse(); if (animation) { return new (e2d::autorelease) Animate(animation); } } return nullptr; }