219 lines
		
	
	
		
			3.8 KiB
		
	
	
	
		
			C++
		
	
	
	
			
		
		
	
	
			219 lines
		
	
	
		
			3.8 KiB
		
	
	
	
		
			C++
		
	
	
	
| #include "..\emanagers.h"
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| #include "..\eactions.h"
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| 
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| static std::vector<e2d::Action*> s_vActions;
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| static std::vector<e2d::Action*> s_vRunningActions;
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| 
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| 
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| void e2d::ActionManager::__update()
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| {
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| 	if (s_vRunningActions.empty() || Game::isPaused())
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| 		return;
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| 
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| 	// 循环遍历所有正在运行的动作
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| 	for (size_t i = 0; i < s_vRunningActions.size(); i++)
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| 	{
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| 		auto action = s_vRunningActions[i];
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| 		// 获取动作运行状态
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| 		if (action->_isEnding())
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| 		{
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| 			// 动作已经结束
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| 			action->release();
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| 			action->m_pTarget = nullptr;
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| 			s_vRunningActions.erase(s_vRunningActions.begin() + i);
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| 		}
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| 		else
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| 		{
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| 			if (action->isRunning())
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| 			{
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| 				// 执行动作
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| 				action->_update();
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| 			}
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| 		}
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| 	}
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| }
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| 
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| void e2d::ActionManager::__add(Action * pAction)
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| {
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| 	if (pAction)
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| 	{
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| 		for (const auto action : s_vActions)
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| 		{
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| 			if (action == pAction)
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| 			{
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| 				WARN_IF(true, "ActionManager::add Failed!The action is already added.");
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| 				return;
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| 			}
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| 		}
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| 		s_vActions.push_back(pAction);
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| 	}
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| }
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| 
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| void e2d::ActionManager::__remove(Action * pAction)
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| {
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| 	for (size_t i = 0; i < s_vActions.size(); i++)
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| 	{
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| 		if (s_vActions[i] == pAction)
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| 		{
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| 			s_vActions.erase(s_vActions.begin() + i);
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| 		}
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| 	}
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| }
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| 
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| void e2d::ActionManager::__startAction(Action * pAction, Node * pTargetNode)
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| {
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| 	WARN_IF(pAction == nullptr, "Action NULL pointer exception!");
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| 
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| 	if (pAction)
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| 	{
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| 		pAction->setTarget(pTargetNode);
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| 		pAction->retain();
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| 		s_vRunningActions.push_back(pAction);
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| 	}
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| }
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| 
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| void e2d::ActionManager::__resumeAllBindedWith(Node * pTargetNode)
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| {
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| 	if (pTargetNode)
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| 	{
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| 		for (auto action : s_vRunningActions)
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| 		{
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| 			if (action->getTarget() == pTargetNode)
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| 			{
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| 				action->resume();
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| 			}
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| 		}
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| 	}
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| }
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| 
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| void e2d::ActionManager::__pauseAllBindedWith(Node * pTargetNode)
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| {
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| 	if (pTargetNode)
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| 	{
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| 		for (auto action : s_vRunningActions)
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| 		{
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| 			if (action->getTarget() == pTargetNode)
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| 			{
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| 				action->pause();
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| 			}
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| 		}
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| 	}
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| }
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| 
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| void e2d::ActionManager::__stopAllBindedWith(Node * pTargetNode)
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| {
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| 	if (pTargetNode)
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| 	{
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| 		for (auto action : s_vRunningActions)
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| 		{
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| 			if (action->getTarget() == pTargetNode)
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| 			{
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| 				action->stop();
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| 			}
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| 		}
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| 	}
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| }
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| 
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| void e2d::ActionManager::resume(String strActionName)
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| {
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| 	for (auto action : s_vRunningActions)
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| 	{
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| 		if (action->getName() == strActionName)
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| 		{
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| 			action->resume();
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| 		}
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| 	}
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| }
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| 
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| void e2d::ActionManager::pause(String strActionName)
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| {
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| 	for (auto action : s_vRunningActions)
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| 	{
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| 		if (action->getName() == strActionName)
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| 		{
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| 			action->pause();
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| 		}
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| 	}
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| }
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| 
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| void e2d::ActionManager::stop(String strActionName)
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| {
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| 	for (auto action : s_vRunningActions)
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| 	{
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| 		if (action->getName() == strActionName)
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| 		{
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| 			action->stop();
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| 		}
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| 	}
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| }
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| 
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| void e2d::ActionManager::__clearAllBindedWith(Node * pTargetNode)
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| {
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| 	if (pTargetNode)
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| 	{
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| 		for (size_t i = 0; i < s_vRunningActions.size();)
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| 		{
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| 			auto a = s_vRunningActions[i];
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| 			if (a->getTarget() == pTargetNode)
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| 			{
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| 				SafeRelease(&a);
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| 				s_vRunningActions.erase(s_vRunningActions.begin() + i);
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| 			}
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| 			else
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| 			{
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| 				i++;
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| 			}
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| 		}
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| 	}
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| }
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| 
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| void e2d::ActionManager::resumeAll()
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| {
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| 	for (auto child : SceneManager::getCurrentScene()->getRoot()->getChildren())
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| 	{
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| 		ActionManager::__resumeAllBindedWith(child);
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| 	}
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| }
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| 
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| void e2d::ActionManager::pauseAll()
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| {
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| 	for (auto child : SceneManager::getCurrentScene()->getRoot()->getChildren())
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| 	{
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| 		ActionManager::__pauseAllBindedWith(child);
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| 	}
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| }
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| 
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| void e2d::ActionManager::stopAll()
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| {
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| 	for (auto child : SceneManager::getCurrentScene()->getRoot()->getChildren())
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| 	{
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| 		ActionManager::__stopAllBindedWith(child);
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| 	}
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| }
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| 
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| std::vector<e2d::Action*> e2d::ActionManager::get(String strActionName)
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| {
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| 	std::vector<Action*> vActions;
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| 	for (const auto action : s_vActions)
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| 	{
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| 		if (action->getName() == strActionName)
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| 		{
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| 			vActions.push_back(action);
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| 		}
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| 	}
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| 	return std::move(vActions);
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| }
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| 
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| std::vector<e2d::Action*> e2d::ActionManager::getAll()
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| {
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| 	return s_vActions;
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| }
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| 
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| void e2d::ActionManager::__resetAllActions()
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| {
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| 	for (auto action : s_vRunningActions)
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| 	{
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| 		action->_resetTime();
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| 	}
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| }
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