265 lines
4.7 KiB
C++
265 lines
4.7 KiB
C++
#include "..\e2dmanager.h"
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#include "..\e2daction.h"
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#include "..\e2dnode.h"
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e2d::ActionManager * e2d::ActionManager::_instance = nullptr;
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e2d::ActionManager * e2d::ActionManager::getInstance()
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{
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if (!_instance)
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_instance = new (std::nothrow) ActionManager;
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return _instance;
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}
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void e2d::ActionManager::destroyInstance()
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{
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if (_instance)
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{
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delete _instance;
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_instance = nullptr;
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}
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}
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e2d::ActionManager::ActionManager()
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: _actions()
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, _runningActions()
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{
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}
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e2d::ActionManager::~ActionManager()
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{
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_actions.clear();
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_runningActions.clear();
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}
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void e2d::ActionManager::__update()
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{
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if (_runningActions.empty() || Game::getInstance()->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 < _runningActions.size(); ++i)
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{
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auto action = _runningActions[i];
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// 获取动作运行状态
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if (action->_isDone() || action->_target->getRefCount() == 0)
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{
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action->release();
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action->_target = nullptr;
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_runningActions.erase(_runningActions.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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auto iter = std::find(_actions.begin(), _actions.end(), action);
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if (iter == _actions.end())
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{
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_actions.push_back(action);
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}
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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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if (_actions.empty() || action == nullptr)
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return;
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auto iter = std::find(_actions.begin(), _actions.end(), action);
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if (iter != _actions.end())
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{
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_actions.erase(iter);
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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 (_runningActions.empty() || target == nullptr)
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return;
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for (auto action : _runningActions)
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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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void e2d::ActionManager::pauseAllBindedWith(Node * target)
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{
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if (_runningActions.empty() || target == nullptr)
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return;
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for (auto action : _runningActions)
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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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void e2d::ActionManager::stopAllBindedWith(Node * target)
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{
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if (_runningActions.empty() || target == nullptr)
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return;
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for (auto action : _runningActions)
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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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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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if (action->_target == nullptr)
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{
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auto iter = std::find(_runningActions.begin(), _runningActions.end(), action);
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if (iter == _runningActions.end())
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{
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action->_startWithTarget(target);
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action->retain();
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action->_running = !paused;
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_runningActions.push_back(action);
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}
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}
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else
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{
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throw Exception(L"该 Action 已有执行目标");
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}
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}
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}
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void e2d::ActionManager::resume(const String& name)
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{
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if (_runningActions.empty() || name.isEmpty())
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return;
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for (auto action : _runningActions)
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{
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if (action->getName() == name)
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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& name)
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{
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if (_runningActions.empty() || name.isEmpty())
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return;
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for (auto action : _runningActions)
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{
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if (action->getName() == name)
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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& name)
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{
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if (_runningActions.empty() || name.isEmpty())
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return;
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for (auto action : _runningActions)
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{
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if (action->getName() == name)
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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 < _runningActions.size();)
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{
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auto a = _runningActions[i];
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if (a->getTarget() == target)
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{
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GC::release(a);
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_runningActions.erase(_runningActions.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::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& name)
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{
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std::vector<Action*> actions;
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for (auto action : _actions)
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{
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if (action->getName() == name)
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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 _actions;
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}
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void e2d::ActionManager::__resetAll()
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{
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for (auto action : _runningActions)
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{
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action->_resetTime();
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}
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}
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