#include "..\easy2d.h" #include ActionSequence::ActionSequence() : m_nActionIndex(0) { } ActionSequence::ActionSequence(int number, Action * action1, ...) : m_nActionIndex(0) { va_list params; va_start(params, number); while (number > 0) { this->addAction(va_arg(params, Action*)); number--; } va_end(params); } ActionSequence::~ActionSequence() { for (auto action : m_vActions) { SafeRelease(action); } } void ActionSequence::_init() { Action::_init(); // 将所有动作与目标绑定 for (auto action : m_vActions) { action->m_pTargetSprite = m_pTargetSprite; } // 初始化第一个动作 m_vActions[0]->_init(); } void ActionSequence::_exec(LARGE_INTEGER nNow) { m_vActions[m_nActionIndex]->_exec(nNow); if (m_vActions[m_nActionIndex]->isEnding()) { m_nActionIndex++; if (m_nActionIndex == m_vActions.size()) { this->stop(); } else { m_vActions[m_nActionIndex]->_init(); } } } void ActionSequence::_reset() { Action::_reset(); for (auto action : m_vActions) { action->_reset(); } m_nActionIndex = 0; } void ActionSequence::addAction(Action * action) { m_vActions.push_back(action); action->retain(); } ActionSequence * ActionSequence::copy() const { auto a = new ActionSequence(); for (auto action : m_vActions) { a->addAction(action->copy()); } return a; } ActionSequence * ActionSequence::reverse(bool actionReverse) const { auto a = new ActionSequence(); for (auto action : a->m_vActions) { if (actionReverse) { a->addAction(action->reverse()); } else { a->addAction(action->copy()); } } // 将动作顺序逆序排列 a->m_vActions.reserve(m_vActions.size()); return a; }