Magic_Game/core/Action/Sequence.cpp

119 lines
1.8 KiB
C++

#include "..\e2daction.h"
e2d::Sequence::Sequence()
: action_index_(0)
{
}
e2d::Sequence::Sequence(const Actions& actions)
: action_index_(0)
{
this->Add(actions);
}
e2d::Sequence::~Sequence()
{
for (const auto& action : actions_)
{
GC::GetInstance()->SafeRelease(action);
}
}
void e2d::Sequence::Init()
{
Action::Init();
// 将所有动作与目标绑定
if (target_)
{
for (const auto& action : actions_)
{
action->target_ = target_;
}
}
// 初始化第一个动作
actions_[0]->Init();
}
void e2d::Sequence::Update()
{
Action::Update();
auto &action = actions_[action_index_];
action->Update();
if (action->IsDone())
{
++action_index_;
if (action_index_ == actions_.size())
{
this->Stop();
}
else
{
actions_[action_index_]->Init();
}
}
}
void e2d::Sequence::Reset()
{
Action::Reset();
for (const auto& action : actions_)
{
action->Reset();
}
action_index_ = 0;
}
void e2d::Sequence::ResetTime()
{
for (const auto& action : actions_)
{
action->ResetTime();
}
}
void e2d::Sequence::Add(Action * action)
{
if (action)
{
actions_.push_back(action);
action->Retain();
}
}
void e2d::Sequence::Add(const Actions& actions)
{
for (const auto &action : actions)
{
this->Add(action);
}
}
e2d::Sequence * e2d::Sequence::Clone() const
{
auto sequence = new (e2d::autorelease) Sequence();
for (const auto& action : actions_)
{
if (action)
{
sequence->Add(action->Clone());
}
}
return sequence;
}
e2d::Sequence * e2d::Sequence::Reverse() const
{
auto sequence = new (e2d::autorelease) Sequence();
if (sequence && !actions_.empty())
{
std::vector<Action*> newActions(actions_.size());
for (auto iter = actions_.crbegin(), iterCrend = actions_.crend(); iter != iterCrend; ++iter)
{
newActions.push_back((*iter)->Reverse());
}
sequence->Add(newActions);
}
return sequence;
}