Magic_Game/Easy2D/2d/ActionGroup.h

104 lines
2.8 KiB
C++

// Copyright (c) 2016-2018 Easy2D - Nomango
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.
#pragma once
#include "Action.h"
namespace easy2d
{
// 动作组
class E2D_API ActionGroup
: public Action
{
public:
using ActionList = IntrusiveList<ActionPtr>;
ActionGroup();
explicit ActionGroup(
Array<ActionPtr> const& actions,
bool sequence = true // 按顺序执行或同时执行
);
virtual ~ActionGroup();
// 添加动作
void Add(
ActionPtr const& action
);
// 添加多个动作
void Add(
Array<ActionPtr> const& actions
);
// 获取所有动作
inline ActionList const& GetActions() { return actions_; }
// 获取该动作的拷贝对象
ActionPtr Clone() const override;
// 获取该动作的倒转
ActionPtr Reverse() const override;
protected:
// 初始化动作
void Init(NodePtr const& target) override;
// 更新动作
void Update(NodePtr const& target, Duration dt) override;
protected:
bool sequence_;
ActionPtr current_;
ActionList actions_;
};
// 顺序动作
class E2D_API ActionSequence
: public ActionGroup
{
public:
E2D_DEPRECATED("ActionSequence is deprecated, use ActionGroup instead")
inline ActionSequence() : ActionGroup() {}
E2D_DEPRECATED("ActionSequence is deprecated, use ActionGroup instead")
inline explicit ActionSequence(Array<ActionPtr> const& actions) : ActionGroup(actions, true) {}
virtual ~ActionSequence() {}
};
// 同步动作
class E2D_API ActionSpawn
: public ActionGroup
{
public:
E2D_DEPRECATED("ActionSpawn is deprecated, use ActionGroup instead")
inline ActionSpawn() : ActionGroup() { sequence_ = false; }
E2D_DEPRECATED("ActionSpawn is deprecated, use ActionGroup instead")
inline explicit ActionSpawn(Array<ActionPtr> const& actions) : ActionGroup(actions, false) {}
virtual ~ActionSpawn() {}
};
}