Magic_Game/core/Action/Action.cpp

87 lines
1012 B
C++

#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()
{
}