156 lines
		
	
	
		
			2.5 KiB
		
	
	
	
		
			C++
		
	
	
	
			
		
		
	
	
			156 lines
		
	
	
		
			2.5 KiB
		
	
	
	
		
			C++
		
	
	
	
| #include "..\e2daction.h"
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| 
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| e2d::ActionSequence::ActionSequence()
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| 	: m_nActionIndex(0)
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| {
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| }
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| 
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| #ifdef HIGHER_THAN_VS2012
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| e2d::ActionSequence::ActionSequence(const InitList<ActionBase*>& vActions)
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| 	: m_nActionIndex(0)
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| {
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| 	this->add(vActions);
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| }
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| #else
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| e2d::ActionSequence::ActionSequence(int number, ActionBase * action1, ...) :
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| 	m_nActionIndex(0)
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| {
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| 	ActionBase ** ppAction = &action1;
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| 
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| 	while (number > 0)
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| 	{
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| 		WARN_IF((*ppAction) == nullptr, "ActionSequence NULL pointer exception!");
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| 		this->add(*ppAction);
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| 		ppAction++;
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| 		number--;
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| 	}
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| }
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| #endif
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| 
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| e2d::ActionSequence::~ActionSequence()
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| {
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| }
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| 
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| void e2d::ActionSequence::_init()
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| {
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| 	ActionBase::_init();
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| 	// 将所有动作与目标绑定
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| 	if (m_pTarget)
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| 	{
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| 		for (auto action : m_vActions)
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| 		{
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| 			action->m_pTarget = m_pTarget;
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| 		}
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| 	}
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| 	// 初始化第一个动作
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| 	m_vActions[0]->_init();
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| }
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| 
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| void e2d::ActionSequence::destroy()
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| {
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| 	ActionBase::destroy();
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| 	for (auto action : m_vActions)
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| 	{
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| 		SafeRelease(&action);
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| 	}
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| }
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| 
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| void e2d::ActionSequence::_update()
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| {
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| 	ActionBase::_update();
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| 
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| 	auto &action = m_vActions[m_nActionIndex];
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| 	action->_update();
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| 
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| 	if (action->_isEnding())
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| 	{
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| 		m_nActionIndex++;
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| 		if (m_nActionIndex == m_vActions.size())
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| 		{
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| 			this->stop();
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| 		}
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| 		else
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| 		{
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| 			m_vActions[m_nActionIndex]->_init();
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| 		}
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| 	}
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| }
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| 
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| void e2d::ActionSequence::reset()
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| {
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| 	ActionBase::reset();
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| 	for (auto action : m_vActions)
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| 	{
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| 		action->reset();
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| 	}
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| 	m_nActionIndex = 0;
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| }
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| 
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| void e2d::ActionSequence::_resetTime()
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| {
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| 	for (auto action : m_vActions)
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| 	{
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| 		action->_resetTime();
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| 	}
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| }
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| 
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| void e2d::ActionSequence::add(ActionBase * action)
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| {
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| 	if (action)
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| 	{
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| 		m_vActions.push_back(action);
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| 		action->retain();
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| 	}
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| }
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| 
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| #ifdef HIGHER_THAN_VS2012
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| void e2d::ActionSequence::add(const InitList<ActionBase*>& vActions)
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| {
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| 	for (const auto &action : vActions)
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| 	{
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| 		this->add(action);
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| 	}
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| }
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| #else
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| void e2d::ActionSequence::add(int number, ActionBase * action, ...)
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| {
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| 	ActionBase ** ppAction = &action;
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| 
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| 	while (number > 0)
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| 	{
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| 		WARN_IF((*ppAction) == nullptr, "ActionSequence NULL pointer exception!");
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| 		this->add(*ppAction);
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| 		ppAction++;
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| 		number--;
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| 	}
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| }
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| #endif
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| 
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| e2d::ActionSequence * e2d::ActionSequence::clone() const
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| {
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| 	auto a = new ActionSequence();
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| 	for (auto action : m_vActions)
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| 	{
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| 		a->add(action->clone());
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| 	}
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| 	return a;
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| }
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| 
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| e2d::ActionSequence * e2d::ActionSequence::reverse(bool actionReverse) const
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| {
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| 	auto a = new ActionSequence();
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| 	for (auto action : m_vActions)
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| 	{
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| 		if (actionReverse)
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| 		{
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| 			a->add(action->reverse());
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| 		}
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| 		else
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| 		{
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| 			a->add(action->clone());
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| 		}
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| 	}
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| 	// 将动作顺序逆序排列
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| 	a->m_vActions.reserve(m_vActions.size());
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| 	return a;
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| } |