Magic_Game/Easy2D/Action/EActionTwoAtSameTime.cpp

72 lines
1.4 KiB
C++

#include "..\eactions.h"
e2d::EActionTwoAtSameTime::EActionTwoAtSameTime(EAction * actionFirst, EAction * actionSecond) :
m_pFirstAction(actionFirst),
m_pSecondAction(actionSecond)
{
m_pFirstAction->retain();
m_pSecondAction->retain();
}
e2d::EActionTwoAtSameTime::~EActionTwoAtSameTime()
{
SafeRelease(&m_pFirstAction);
SafeRelease(&m_pSecondAction);
}
e2d::EActionTwoAtSameTime * e2d::EActionTwoAtSameTime::clone() const
{
return new EActionTwoAtSameTime(m_pFirstAction->clone(), m_pSecondAction->clone());
}
e2d::EActionTwoAtSameTime * e2d::EActionTwoAtSameTime::reverse(bool actionReverse) const
{
if (actionReverse)
{
return new EActionTwoAtSameTime(m_pSecondAction->reverse(), m_pFirstAction->reverse());
}
else
{
return new EActionTwoAtSameTime(m_pSecondAction->clone(), m_pFirstAction->clone());
}
}
void e2d::EActionTwoAtSameTime::_init()
{
EAction::_init();
m_pFirstAction->setTarget(m_pTarget);
m_pSecondAction->setTarget(m_pTarget);
m_pFirstAction->_init();
m_pSecondAction->_init();
}
void e2d::EActionTwoAtSameTime::_callOn()
{
EAction::_callOn();
if (!m_pFirstAction->_isEnding())
{
m_pFirstAction->_callOn();
}
if (!m_pSecondAction->_isEnding())
{
m_pSecondAction->_callOn();
}
// 两个动作都结束时,动作结束
if (m_pFirstAction->_isEnding() &&
m_pSecondAction->_isEnding())
{
this->stop();
}
}
void e2d::EActionTwoAtSameTime::_reset()
{
EAction::_reset();
m_pFirstAction->_reset();
m_pSecondAction->_reset();
}