Magic_Game/core/Manager/ActionManager.cpp

219 lines
3.8 KiB
C++

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