239 lines
4.1 KiB
C++
239 lines
4.1 KiB
C++
#include "..\e2dmanager.h"
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#include "..\e2daction.h"
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static std::vector<e2d::Action*> s_vActions;
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static std::vector<e2d::Action*> s_vRunningActions;
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void e2d::ActionManager::__update()
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{
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if (s_vRunningActions.empty() || Game::isPaused())
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return;
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// 循环遍历所有正在运行的动作
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for (size_t i = 0; i < s_vRunningActions.size(); i++)
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{
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auto action = s_vRunningActions[i];
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// 获取动作运行状态
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if (action->_isDone())
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{
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// 动作已经结束
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action->release();
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action->_target = nullptr;
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s_vRunningActions.erase(s_vRunningActions.begin() + i);
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}
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else
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{
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if (action->isRunning())
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{
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// 执行动作
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action->_update();
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}
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}
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}
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}
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void e2d::ActionManager::__add(Action * action)
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{
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if (action)
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{
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s_vActions.push_back(action);
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}
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}
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void e2d::ActionManager::__remove(Action * action)
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{
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for (size_t i = 0; i < s_vActions.size();)
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{
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if (s_vActions[i] == action)
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{
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s_vActions.erase(s_vActions.begin() + i);
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}
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else
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{
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i++;
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}
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}
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}
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void e2d::ActionManager::__resumeAllBindedWith(Node * target)
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{
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if (target)
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{
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for (auto action : s_vRunningActions)
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{
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if (action->getTarget() == target)
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{
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action->resume();
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}
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}
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}
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}
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void e2d::ActionManager::__pauseAllBindedWith(Node * target)
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{
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if (target)
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{
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for (auto action : s_vRunningActions)
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{
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if (action->getTarget() == target)
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{
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action->pause();
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}
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}
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}
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}
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void e2d::ActionManager::__stopAllBindedWith(Node * target)
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{
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if (target)
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{
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for (auto action : s_vRunningActions)
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{
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if (action->getTarget() == target)
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{
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action->stop();
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}
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}
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}
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}
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void e2d::ActionManager::start(Action * action, Node * target, bool paused)
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{
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WARN_IF(action == nullptr, "Action NULL pointer exception!");
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WARN_IF(target == nullptr, "Target node NULL pointer exception!");
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if (action && target)
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{
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ASSERT([](Action * newAction)
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{
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for (const auto& action : s_vRunningActions)
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{
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if (newAction == action)
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{
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return false;
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}
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}
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return true;
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}(action), "action already be added!");
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action->_startWithTarget(target);
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action->retain();
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action->_running = !paused;
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s_vRunningActions.push_back(action);
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}
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}
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void e2d::ActionManager::resume(const String& strActionName)
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{
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for (auto action : s_vRunningActions)
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{
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if (action->getName() == strActionName)
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{
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action->resume();
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}
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}
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}
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void e2d::ActionManager::pause(const String& strActionName)
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{
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for (auto action : s_vRunningActions)
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{
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if (action->getName() == strActionName)
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{
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action->pause();
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}
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}
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}
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void e2d::ActionManager::stop(const String& strActionName)
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{
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for (auto action : s_vRunningActions)
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{
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if (action->getName() == strActionName)
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{
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action->stop();
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}
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}
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}
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void e2d::ActionManager::__clearAllBindedWith(Node * target)
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{
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if (target)
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{
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for (size_t i = 0; i < s_vRunningActions.size();)
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{
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auto a = s_vRunningActions[i];
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if (a->getTarget() == target)
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{
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SafeRelease(a);
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s_vRunningActions.erase(s_vRunningActions.begin() + i);
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}
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else
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{
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i++;
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}
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}
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}
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}
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void e2d::ActionManager::__uninit()
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{
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for (auto action : s_vRunningActions)
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{
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SafeRelease(action);
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}
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s_vActions.clear();
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s_vRunningActions.clear();
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}
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void e2d::ActionManager::resumeAll()
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{
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for (auto child : SceneManager::getCurrentScene()->getRoot()->getAllChildren())
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{
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ActionManager::__resumeAllBindedWith(child);
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}
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}
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void e2d::ActionManager::pauseAll()
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{
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for (auto child : SceneManager::getCurrentScene()->getRoot()->getAllChildren())
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{
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ActionManager::__pauseAllBindedWith(child);
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}
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}
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void e2d::ActionManager::stopAll()
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{
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for (auto child : SceneManager::getCurrentScene()->getRoot()->getAllChildren())
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{
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ActionManager::__stopAllBindedWith(child);
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}
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}
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std::vector<e2d::Action*> e2d::ActionManager::get(const String& strActionName)
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{
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std::vector<Action*> actions;
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for (auto action : s_vActions)
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{
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if (action->getName() == strActionName)
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{
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actions.push_back(action);
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}
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}
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return std::move(actions);
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}
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const std::vector<e2d::Action*>& e2d::ActionManager::getAll()
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{
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return s_vActions;
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}
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void e2d::ActionManager::__resetAll()
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{
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for (auto action : s_vRunningActions)
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{
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action->_resetTime();
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}
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}
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