Magic_Game/core/Action/Spawn.cpp

121 lines
1.5 KiB
C++

#include "..\e2daction.h"
e2d::Spawn::Spawn()
{
}
e2d::Spawn::Spawn(const std::vector<Action*>& actions)
{
this->add(actions);
}
e2d::Spawn::~Spawn()
{
}
void e2d::Spawn::_init()
{
Action::_init();
if (_target)
{
for (auto action : _actions)
{
action->_target = _target;
action->_init();
}
}
}
void e2d::Spawn::onDestroy()
{
Action::onDestroy();
for (auto action : _actions)
{
SafeRelease(action);
}
}
void e2d::Spawn::_update()
{
Action::_update();
size_t doneNum = 0;
for (auto action : _actions)
{
if (action->_isDone())
{
doneNum++;
}
else
{
action->_update();
}
}
if (doneNum == _actions.size())
{
this->stop();
}
}
void e2d::Spawn::reset()
{
Action::reset();
for (auto action : _actions)
{
action->reset();
}
}
void e2d::Spawn::_resetTime()
{
for (auto action : _actions)
{
action->_resetTime();
}
}
void e2d::Spawn::add(Action * action)
{
if (action)
{
_actions.push_back(action);
action->retain();
}
}
void e2d::Spawn::add(const std::vector<Action*>& actions)
{
for (const auto &action : actions)
{
this->add(action);
}
}
e2d::Spawn * e2d::Spawn::clone() const
{
auto spawn = new (std::nothrow) Spawn();
for (const auto& action : _actions)
{
if (action)
{
spawn->add(action->clone());
}
}
return spawn;
}
e2d::Spawn * e2d::Spawn::reverse() const
{
auto spawn = new (std::nothrow) Spawn();
for (const auto& action : _actions)
{
if (action)
{
spawn->add(action->reverse());
}
}
spawn->_actions.reserve(_actions.size());
return spawn;
}