151 lines
3.2 KiB
C++
151 lines
3.2 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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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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public:
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Sequence();
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explicit Sequence(
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Array<SpAction> 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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Array<SpAction> const& 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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Array<SpAction> 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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public:
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Spawn();
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explicit Spawn(
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Array<SpAction> const& 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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Array<SpAction> const& 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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Array<SpAction> actions_;
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};
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}
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