104 lines
2.8 KiB
C++
104 lines
2.8 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.h"
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namespace easy2d
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{
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// 动作组
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class E2D_API ActionGroup
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: public Action
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{
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public:
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using ActionList = IntrusiveList<ActionPtr>;
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ActionGroup();
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explicit ActionGroup(
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Array<ActionPtr> const& actions,
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bool sequence = true // 按顺序执行或同时执行
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);
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virtual ~ActionGroup();
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// 添加动作
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void Add(
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ActionPtr const& action
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);
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// 添加多个动作
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void Add(
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Array<ActionPtr> const& actions
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);
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// 获取所有动作
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inline ActionList const& GetActions() { return actions_; }
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// 获取该动作的拷贝对象
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ActionPtr Clone() const override;
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// 获取该动作的倒转
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ActionPtr Reverse() const override;
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protected:
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// 初始化动作
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void Init(NodePtr const& target) override;
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// 更新动作
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void Update(NodePtr const& target, Duration dt) override;
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protected:
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bool sequence_;
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ActionPtr current_;
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ActionList actions_;
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};
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// 顺序动作
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class E2D_API ActionSequence
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: public ActionGroup
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{
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public:
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E2D_DEPRECATED("ActionSequence is deprecated, use ActionGroup instead")
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inline ActionSequence() : ActionGroup() {}
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E2D_DEPRECATED("ActionSequence is deprecated, use ActionGroup instead")
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inline explicit ActionSequence(Array<ActionPtr> const& actions) : ActionGroup(actions, true) {}
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virtual ~ActionSequence() {}
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};
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// 同步动作
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class E2D_API ActionSpawn
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: public ActionGroup
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{
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public:
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E2D_DEPRECATED("ActionSpawn is deprecated, use ActionGroup instead")
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inline ActionSpawn() : ActionGroup() { sequence_ = false; }
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E2D_DEPRECATED("ActionSpawn is deprecated, use ActionGroup instead")
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inline explicit ActionSpawn(Array<ActionPtr> const& actions) : ActionGroup(actions, false) {}
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virtual ~ActionSpawn() {}
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};
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}
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