Magic_Game/core/base/Delay.h

54 lines
1.6 KiB
C++

// Copyright (c) 2016-2018 Easy2D - Nomango
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.
#pragma once
#include "Action.hpp"
namespace easy2d
{
// 延时
class Delay
: public Action
{
public:
explicit Delay(
Duration const& duration /* 延迟时长(秒) */
);
// 获取该动作的拷贝对象
virtual SpAction Clone() const override;
// 获取该动作的倒转
virtual SpAction Reverse() const override;
// 重置动作
virtual void Reset() override;
protected:
virtual void Init(Node* target) override;
virtual void Update(Node* target, Duration const& dt) override;
protected:
Duration delay_;
Duration delta_;
};
}