Magic_Game/Easy2D/Action/EActionSequence.cpp

105 lines
1.7 KiB
C++

#include "..\eactions.h"
#include <stdarg.h>
e2d::EActionSequence::EActionSequence() :
m_nActionIndex(0)
{
}
e2d::EActionSequence::EActionSequence(int number, EAction * action1, ...) :
m_nActionIndex(0)
{
va_list params;
va_start(params, number);
while (number > 0)
{
this->addAction(va_arg(params, EAction*));
number--;
}
va_end(params);
}
e2d::EActionSequence::~EActionSequence()
{
for (auto action : m_vActions)
{
SafeRelease(&action);
}
}
void e2d::EActionSequence::_init()
{
EAction::_init();
// 将所有动作与目标绑定
for (auto action : m_vActions)
{
action->m_pTarget = m_pTarget;
}
// 初始化第一个动作
m_vActions[0]->_init();
}
void e2d::EActionSequence::_callOn()
{
m_vActions[m_nActionIndex]->_callOn();
if (m_vActions[m_nActionIndex]->_isEnding())
{
m_nActionIndex++;
if (m_nActionIndex == m_vActions.size())
{
this->stop();
}
else
{
m_vActions[m_nActionIndex]->_init();
}
}
}
void e2d::EActionSequence::_reset()
{
EAction::_reset();
for (auto action : m_vActions)
{
action->_reset();
}
m_nActionIndex = 0;
}
void e2d::EActionSequence::addAction(EAction * action)
{
m_vActions.push_back(action);
action->retain();
}
e2d::EActionSequence * e2d::EActionSequence::clone() const
{
auto a = new EActionSequence();
for (auto action : m_vActions)
{
a->addAction(action->clone());
}
return a;
}
e2d::EActionSequence * e2d::EActionSequence::reverse(bool actionReverse) const
{
auto a = new EActionSequence();
for (auto action : a->m_vActions)
{
if (actionReverse)
{
a->addAction(action->reverse());
}
else
{
a->addAction(action->clone());
}
}
// 将动作顺序逆序排列
a->m_vActions.reserve(m_vActions.size());
return a;
}