161 lines
		
	
	
		
			3.3 KiB
		
	
	
	
		
			C++
		
	
	
	
			
		
		
	
	
			161 lines
		
	
	
		
			3.3 KiB
		
	
	
	
		
			C++
		
	
	
	
// Copyright (c) 2016-2018 Easy2D - Nomango
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// 
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to deal
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// in the Software without restriction, including without limitation the rights
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// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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// copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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// 
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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// 
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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// THE SOFTWARE.
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#pragma once
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#include "Action.hpp"
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namespace easy2d
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{
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    // 循环动作
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	class Loop
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		: public Action
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	{
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		E2D_DISABLE_COPY(Loop);
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	public:
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		explicit Loop(
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			spAction const& action,	/* 执行循环的动作 */
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			int times = -1			/* 循环次数 */
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		);
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		virtual ~Loop();
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		// 获取该动作的拷贝对象
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		virtual spAction Clone() const override;
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		// 获取该动作的倒转
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		virtual spAction Reverse() const override;
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		// 重置动作
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		virtual void Reset() override;
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		virtual bool IsRunning() override;
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	protected:
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		// 初始化动作
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		virtual void Init(Node* target) override;
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		// 更新动作
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		virtual void Update(Node* target, Duration const& dt) override;
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	protected:
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		spAction	action_;
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		int			times_;
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		int			total_times_;
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	};
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	// 顺序动作
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	class Sequence
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		: public Action
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	{
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		E2D_DISABLE_COPY(Sequence);
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		using Actions = std::vector<spAction>;
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	public:
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		Sequence();
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		explicit Sequence(
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			Actions const& actions	/* 动作列表 */
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		);
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		virtual ~Sequence();
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		// 在结尾添加动作
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		void Add(
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			spAction const& action
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		);
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		// 在结尾添加多个动作
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		void Add(
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			const Actions& actions	/* 动作列表 */
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		);
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		// 获取该动作的拷贝对象
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		virtual spAction Clone() const override;
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		// 获取该动作的倒转
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		virtual spAction Reverse() const override;
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		// 重置动作
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		virtual void Reset() override;
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	protected:
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		// 初始化动作
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		virtual void Init(Node* target) override;
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		// 更新动作
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		virtual void Update(Node* target, Duration const& dt) override;
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	protected:
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		UINT action_index_;
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		Actions actions_;
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	};
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	// 同步动作
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	class Spawn
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		: public Action
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	{
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		E2D_DISABLE_COPY(Spawn);
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		using Actions = std::vector<spAction>;
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	public:
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		Spawn();
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		explicit Spawn(
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			const Actions& actions	/* 动作列表 */
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		);
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		virtual ~Spawn();
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		// 在结尾添加动作
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		void Add(
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			spAction const& action
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		);
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		// 在结尾添加多个动作
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		void Add(
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			const Actions& actions	/* 动作列表 */
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		);
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		// 获取该动作的拷贝对象
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		virtual spAction Clone() const override;
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		// 获取该动作的倒转
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		virtual spAction Reverse() const;
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		// 重置动作
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		virtual void Reset() override;
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	protected:
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		// 初始化动作
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		virtual void Init(Node* target) override;
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		// 更新动作
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		virtual void Update(Node* target, Duration const& dt) override;
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	protected:
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		Actions actions_;
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	};
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}
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