Magic_Game/core/actions/Spawn.cpp

117 lines
1.6 KiB
C++

#include "..\e2daction.h"
e2d::Spawn::Spawn()
{
}
e2d::Spawn::Spawn(const Actions& actions)
{
this->Add(actions);
}
e2d::Spawn::~Spawn()
{
for (const auto& action : actions_)
{
GC::GetInstance()->SafeRelease(action);
}
}
void e2d::Spawn::Init()
{
Action::Init();
if (target_)
{
for (const auto& action : actions_)
{
action->target_ = target_;
action->Init();
}
}
}
void e2d::Spawn::Update()
{
Action::Update();
size_t doneNum = 0;
for (const auto& action : actions_)
{
if (action->IsDone())
{
++doneNum;
}
else
{
action->Update();
}
}
if (doneNum == actions_.size())
{
this->Stop();
}
}
void e2d::Spawn::Reset()
{
Action::Reset();
for (const auto& action : actions_)
{
action->Reset();
}
}
void e2d::Spawn::ResetTime()
{
for (const auto& action : actions_)
{
action->ResetTime();
}
}
void e2d::Spawn::Add(Action * action)
{
if (action)
{
actions_.push_back(action);
action->Retain();
}
}
void e2d::Spawn::Add(const Actions& actions)
{
for (const auto &action : actions)
{
this->Add(action);
}
}
e2d::Spawn * e2d::Spawn::Clone() const
{
auto spawn = new (e2d::autorelease) Spawn();
for (const auto& action : actions_)
{
if (action)
{
spawn->Add(action->Clone());
}
}
return spawn;
}
e2d::Spawn * e2d::Spawn::Reverse() const
{
auto spawn = new (e2d::autorelease) Spawn();
if (spawn && !actions_.empty())
{
std::vector<Action*> newActions(actions_.size());
for (auto iter = actions_.crbegin(), iterCrend = actions_.crend(); iter != iterCrend; ++iter)
{
newActions.push_back((*iter)->Reverse());
}
spawn->Add(newActions);
}
return spawn;
}