Magic_Game/core/base/ActionCombined.cpp

329 lines
5.6 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.
#include "ActionCombined.h"
#include "logs.h"
namespace easy2d
{
//-------------------------------------------------------
// Loop
//-------------------------------------------------------
Loop::Loop(SpAction const& action, int times)
: action_(action)
, times_(0)
, total_times_(times)
{
E2D_ASSERT(action && "Loop action contains a null action");
action_ = action;
}
Loop::~Loop()
{
}
SpAction Loop::Clone() const
{
if (action_)
{
return new (std::nothrow) Loop(action_->Clone());
}
else
{
return nullptr;
}
}
SpAction Loop::Reverse() const
{
if (action_)
{
return new (std::nothrow) Loop(action_->Clone());
}
else
{
return nullptr;
}
}
void Loop::Init(Node* target)
{
Action::Init(target);
if (action_)
{
action_->Init(target);
}
}
void Loop::Update(Node* target, Duration const& dt)
{
Action::Update(target, dt);
if (action_)
{
action_->Update(target, dt);
if (action_->IsDone())
{
++times_;
Action::Reset();
action_->Reset();
}
if (times_ == total_times_)
{
this->Stop();
}
}
else
{
this->Stop();
}
}
void Loop::Reset()
{
Action::Reset();
if (action_) action_->Reset();
times_ = 0;
}
bool Loop::IsRunning()
{
return Action::IsRunning() && times_ != total_times_;
}
//-------------------------------------------------------
// Sequence
//-------------------------------------------------------
Sequence::Sequence()
: action_index_(0)
{
}
Sequence::Sequence(Array<SpAction> const& actions)
: action_index_(0)
{
this->Add(actions);
}
Sequence::~Sequence()
{
}
void Sequence::Init(Node* target)
{
Action::Init(target);
actions_[0]->Init(target);
}
void Sequence::Update(Node* target, Duration const& dt)
{
Action::Update(target, dt);
auto& action = actions_[action_index_];
action->Update(target, dt);
if (action->IsDone())
{
++action_index_;
if (action_index_ == actions_.size())
{
this->Stop();
}
else
{
actions_[action_index_]->Init(target);
}
}
}
void Sequence::Reset()
{
Action::Reset();
for (const auto& action : actions_)
{
action->Reset();
}
action_index_ = 0;
}
void Sequence::Add(SpAction const& action)
{
if (action)
{
actions_.push_back(action);
}
}
void Sequence::Add(Array<SpAction> const& actions)
{
for (const auto &action : actions)
{
this->Add(action);
}
}
SpAction Sequence::Clone() const
{
auto sequence = new (std::nothrow) Sequence();
if (sequence)
{
for (const auto& action : actions_)
{
if (action)
{
sequence->Add(action->Clone());
}
}
}
return sequence;
}
SpAction Sequence::Reverse() const
{
auto sequence = new (std::nothrow) Sequence();
if (sequence && !actions_.empty())
{
for (auto iter = actions_.crbegin(), crend = actions_.crend(); iter != crend; ++iter)
{
if (*iter)
sequence->Add((*iter)->Reverse());
}
}
return sequence;
}
//-------------------------------------------------------
// Spawn
//-------------------------------------------------------
Spawn::Spawn()
{
}
Spawn::Spawn(Array<SpAction> const& actions)
{
this->Add(actions);
}
Spawn::~Spawn()
{
}
void Spawn::Init(Node* target)
{
Action::Init(target);
if (target)
{
for (const auto& action : actions_)
{
action->Init(target);
}
}
}
void Spawn::Update(Node* target, Duration const& dt)
{
Action::Update(target, dt);
size_t done_num = 0;
for (const auto& action : actions_)
{
if (action->IsDone())
{
++done_num;
}
else
{
action->Update(target, dt);
}
}
if (done_num == actions_.size())
{
this->Stop();
}
}
void Spawn::Reset()
{
Action::Reset();
for (const auto& action : actions_)
{
action->Reset();
}
}
void Spawn::Add(SpAction const& action)
{
if (action)
{
actions_.push_back(action);
}
}
void Spawn::Add(Array<SpAction> const& actions)
{
for (const auto &action : actions)
{
this->Add(action);
}
}
SpAction Spawn::Clone() const
{
auto spawn = new (std::nothrow) Spawn();
if (spawn)
{
for (const auto& action : actions_)
{
if (action)
{
spawn->Add(action->Clone());
}
}
}
return spawn;
}
SpAction Spawn::Reverse() const
{
auto spawn = new (std::nothrow) Spawn();
if (spawn && !actions_.empty())
{
for (auto iter = actions_.crbegin(), crend = actions_.crend(); iter != crend; ++iter)
{
if (*iter)
spawn->Add((*iter)->Reverse());
}
}
return spawn;
}
}