802 lines
		
	
	
		
			12 KiB
		
	
	
	
		
			C++
		
	
	
	
			
		
		
	
	
			802 lines
		
	
	
		
			12 KiB
		
	
	
	
		
			C++
		
	
	
	
| #pragma once
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| #include "e2dutil.h"
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| #include "e2dmodule.h"
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| 
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| namespace e2d
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| {
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| 
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| 
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| 	class Node;
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| 	class Loop;
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| 	class Sequence;
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| 	class Spawn;
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| 	class ActionManager;
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| 
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| 
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| 	// 基础动作
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| 	class Action :
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| 		public Ref
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| 	{
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| 		friend class ActionManager;
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| 		friend class Loop;
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| 		friend class Sequence;
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| 		friend class Spawn;
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| 
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| 	public:
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| 		Action();
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| 
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| 		virtual ~Action();
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| 
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| 		// 获取动作运行状态
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| 		virtual bool IsRunning();
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| 
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| 		// 继续动作
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| 		virtual void Resume();
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| 
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| 		// 暂停动作
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| 		virtual void Pause();
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| 
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| 		// 停止动作
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| 		virtual void Stop();
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| 
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| 		// 获取动作名称
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| 		virtual const String& GetName() const;
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| 
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| 		// 设置动作名称
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| 		virtual void SetName(
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| 			const String& name
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| 		);
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| 
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| 		// 获取动作的拷贝
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| 		virtual Action * Clone() const = 0;
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| 
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| 		// 获取动作的倒转
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| 		virtual Action * Reverse() const = 0;
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| 
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| 		// 重置动作
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| 		virtual void Reset();
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| 
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| 		// 获取该动作的执行目标
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| 		virtual Node * GetTarget();
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| 
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| 		// 开始动作
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| 		virtual void StartWithTarget(
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| 			Node* target
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| 		);
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| 
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| 		// 初始化动作
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| 		virtual void Init();
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| 
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| 		// 更新动作
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| 		virtual void Update();
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| 
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| 		// 重置动作时间
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| 		virtual void ResetTime();
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| 
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| 		// 获取动作结束状态
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| 		virtual bool IsDone() const;
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| 
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| 	protected:
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| 		E2D_DISABLE_COPY(Action);
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| 
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| 	protected:
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| 		String	name_;
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| 		bool	running_;
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| 		bool	done_;
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| 		bool	initialized_;
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| 		Node *	target_;
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| 		Time	started_;
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| 	};
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| 
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| 
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| 	// 持续动作
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| 	class FiniteTimeAction :
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| 		public Action
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| 	{
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| 	public:
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| 		// 创建特定时长的持续动作
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| 		explicit FiniteTimeAction(
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| 			float duration
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| 		);
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| 
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| 		// 重置动作
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| 		virtual void Reset() override;
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| 
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| 	protected:
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| 		E2D_DISABLE_COPY(FiniteTimeAction);
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| 
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| 		// 初始化动作
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| 		virtual void Init() override;
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| 
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| 		// 更新动作
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| 		virtual void Update() override;
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| 
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| 		// 重置动作时间
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| 		virtual void ResetTime() override;
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| 
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| 	protected:
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| 		float duration_;
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| 		float delta_;
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| 	};
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| 
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| 
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| 	// 相对位移动作
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| 	class MoveBy :
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| 		public FiniteTimeAction
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| 	{
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| 	public:
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| 		explicit MoveBy(
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| 			float duration,		/* 持续时长 */
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| 			Point vector		/* 移动距离 */
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| 		);
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| 
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| 		// 获取该动作的拷贝对象
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| 		virtual MoveBy * Clone() const override;
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| 
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| 		// 获取该动作的倒转
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| 		virtual MoveBy * Reverse() const override;
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| 
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| 	protected:
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| 		E2D_DISABLE_COPY(MoveBy);
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| 
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| 		// 初始化动作
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| 		virtual void Init() override;
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| 
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| 		// 更新动作
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| 		virtual void Update() override;
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| 
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| 	protected:
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| 		Point	start_pos_;
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| 		Point	prev_pos_;
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| 		Point	delta_pos_;
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| 	};
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| 
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| 
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| 	// 位移动作
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| 	class MoveTo :
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| 		public MoveBy
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| 	{
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| 	public:
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| 		explicit MoveTo(
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| 			float duration,		/* 持续时长 */
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| 			Point pos			/* 目的坐标 */
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| 		);
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| 
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| 		// 获取该动作的拷贝对象
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| 		virtual MoveTo * Clone() const override;
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| 
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| 		// 获取该动作的倒转
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| 		virtual MoveTo * Reverse() const override
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| 		{
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| 			WARN("Reverse() not supported in MoveTo");
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| 			return nullptr;
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| 		}
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| 
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| 	protected:
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| 		E2D_DISABLE_COPY(MoveTo);
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| 
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| 		// 初始化动作
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| 		virtual void Init() override;
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| 
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| 	protected:
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| 		Point end_pos_;
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| 	};
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| 
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| 
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| 	// 相对跳跃动作
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| 	class JumpBy :
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| 		public FiniteTimeAction
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| 	{
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| 	public:
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| 		explicit JumpBy(
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| 			float duration,			/* 持续时长 */
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| 			const Point& vec,		/* 跳跃距离 */
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| 			float height,			/* 跳跃高度 */
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| 			int jumps = 1			/* 跳跃次数 */
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| 		);
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| 
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| 		// 获取该动作的拷贝对象
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| 		virtual JumpBy * Clone() const override;
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| 
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| 		// 获取该动作的倒转
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| 		virtual JumpBy * Reverse() const override;
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| 
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| 	protected:
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| 		E2D_DISABLE_COPY(JumpBy);
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| 
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| 		// 初始化动作
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| 		virtual void Init() override;
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| 
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| 		// 更新动作
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| 		virtual void Update() override;
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| 
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| 	protected:
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| 		Point	start_pos_;
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| 		Point	delta_pos_;
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| 		float	height_;
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| 		int		jumps_;
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| 		Point	prev_pos_;
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| 	};
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| 
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| 
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| 	// 跳跃动作
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| 	class JumpTo :
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| 		public JumpBy
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| 	{
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| 	public:
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| 		explicit JumpTo(
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| 			float duration,			/* 持续时长 */
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| 			const Point& pos,		/* 目的坐标 */
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| 			float height,			/* 跳跃高度 */
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| 			int jumps = 1			/* 跳跃次数 */
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| 		);
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| 
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| 		// 获取该动作的拷贝对象
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| 		virtual JumpTo * Clone() const override;
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| 
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| 		// 获取该动作的倒转
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| 		virtual JumpTo * Reverse() const override
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| 		{
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| 			WARN("Reverse() not supported in JumpTo");
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| 			return nullptr;
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| 		}
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| 
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| 	protected:
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| 		E2D_DISABLE_COPY(JumpTo);
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| 
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| 		// 初始化动作
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| 		virtual void Init() override;
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| 
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| 	protected:
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| 		Point end_pos_;
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| 	};
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| 
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| 
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| 	// 相对缩放动作
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| 	class ScaleBy :
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| 		public FiniteTimeAction
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| 	{
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| 	public:
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| 		explicit ScaleBy(
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| 			float duration,		/* 持续时长 */
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| 			float scale			/* 相对变化值 */
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| 		);
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| 
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| 		explicit ScaleBy(
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| 			float duration,		/* 持续时长 */
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| 			float scale_x,		/* 横向缩放相对变化值 */
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| 			float scale_y		/* 纵向缩放相对变化值 */
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| 		);
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| 
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| 		// 获取该动作的拷贝对象
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| 		virtual ScaleBy * Clone() const override;
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| 
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| 		// 获取该动作的倒转
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| 		virtual ScaleBy * Reverse() const override;
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| 
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| 	protected:
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| 		E2D_DISABLE_COPY(ScaleBy);
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| 
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| 		// 初始化动作
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| 		virtual void Init() override;
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| 
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| 		// 更新动作
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| 		virtual void Update() override;
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| 
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| 	protected:
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| 		float	start_scale_x_;
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| 		float	start_scale_y_;
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| 		float	delta_x_;
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| 		float	delta_y_;
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| 	};
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| 
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| 
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| 	// 缩放动作
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| 	class ScaleTo :
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| 		public ScaleBy
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| 	{
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| 	public:
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| 		explicit ScaleTo(
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| 			float duration,		/* 持续时长 */
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| 			float scale			/* 目标值 */
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| 		);
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| 
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| 		explicit ScaleTo(
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| 			float duration,		/* 持续时长 */
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| 			float scale_x,		/* 横向缩放目标值 */
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| 			float scale_y		/* 纵向缩放目标值 */
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| 		);
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| 
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| 		// 获取该动作的拷贝对象
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| 		virtual ScaleTo * Clone() const override;
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| 
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| 		// 获取该动作的倒转
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| 		virtual ScaleTo * Reverse() const override
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| 		{
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| 			WARN("Reverse() not supported in ScaleTo");
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| 			return nullptr;
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| 		}
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| 
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| 	protected:
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| 		E2D_DISABLE_COPY(ScaleTo);
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| 
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| 		// 初始化动作
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| 		virtual void Init() override;
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| 
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| 	protected:
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| 		float	end_scale_x_;
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| 		float	end_scale_y_;
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| 	};
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| 
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| 
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| 	// 透明度相对渐变动作
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| 	class OpacityBy :
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| 		public FiniteTimeAction
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| 	{
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| 	public:
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| 		explicit OpacityBy(
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| 			float duration,		/* 持续时长 */
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| 			float opacity		/* 相对变化值 */
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| 		);
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| 
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| 		// 获取该动作的拷贝对象
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| 		virtual OpacityBy * Clone() const override;
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| 
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| 		// 获取该动作的倒转
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| 		virtual OpacityBy * Reverse() const override;
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| 
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| 	protected:
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| 		E2D_DISABLE_COPY(OpacityBy);
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| 
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| 		// 初始化动作
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| 		virtual void Init() override;
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| 
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| 		// 更新动作
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| 		virtual void Update() override;
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| 
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| 	protected:
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| 		float start_val_;
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| 		float delta_val_;
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| 	};
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| 
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| 
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| 	// 透明度渐变动作
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| 	class OpacityTo :
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| 		public OpacityBy
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| 	{
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| 	public:
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| 		explicit OpacityTo(
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| 			float duration,		/* 持续时长 */
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| 			float opacity		/* 目标值 */
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| 		);
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| 
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| 		// 获取该动作的拷贝对象
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| 		virtual OpacityTo * Clone() const override;
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| 
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| 		// 获取该动作的倒转
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| 		virtual OpacityTo * Reverse() const override
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| 		{
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| 			WARN("Reverse() not supported in OpacityTo");
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| 			return nullptr;
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| 		}
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| 
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| 	protected:
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| 		E2D_DISABLE_COPY(OpacityTo);
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| 
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| 		// 初始化动作
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| 		virtual void Init() override;
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| 
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| 	protected:
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| 		float end_val_;
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| 	};
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| 
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| 
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| 	// 淡入动作
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| 	class FadeIn :
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| 		public OpacityTo
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| 	{
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| 	public:
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| 		// 创建淡入动作
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| 		explicit FadeIn(
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| 			float duration		/* 持续时长 */
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| 		);
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| 
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| 	protected:
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| 		E2D_DISABLE_COPY(FadeIn);
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| 	};
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| 
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| 
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| 	// 淡出动作
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| 	class FadeOut :
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| 		public OpacityTo
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| 	{
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| 	public:
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| 		// 创建淡出动作
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| 		explicit FadeOut(
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| 			float duration		/* 持续时长 */
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| 		);
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| 
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| 	protected:
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| 		E2D_DISABLE_COPY(FadeOut);
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| 	};
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| 
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| 
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| 	// 相对旋转动作
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| 	class RotateBy :
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| 		public FiniteTimeAction
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| 	{
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| 	public:
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| 		explicit RotateBy(
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| 			float duration,		/* 持续时长 */
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| 			float rotation		/* 相对变化值 */
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| 		);
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| 
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| 		// 获取该动作的拷贝对象
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| 		virtual RotateBy * Clone() const override;
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| 
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| 		// 获取该动作的倒转
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| 		virtual RotateBy * Reverse() const override;
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| 
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| 	protected:
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| 		E2D_DISABLE_COPY(RotateBy);
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| 
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| 		// 初始化动作
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| 		virtual void Init() override;
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| 
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| 		// 更新动作
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| 		virtual void Update() override;
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| 
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| 	protected:
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| 		float start_val_;
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| 		float delta_val_;
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| 	};
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| 
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| 
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| 	// 旋转动作
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| 	class RotateTo :
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| 		public RotateBy
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| 	{
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| 	public:
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| 		explicit RotateTo(
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| 			float duration,		/* 持续时长 */
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| 			float rotation		/* 目标值 */
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| 		);
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| 
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| 		// 获取该动作的拷贝对象
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| 		virtual RotateTo * Clone() const override;
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| 
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| 		// 获取该动作的倒转
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| 		virtual RotateTo * Reverse() const override
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| 		{
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| 			WARN("Reverse() not supported in RotateTo");
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| 			return nullptr;
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| 		}
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| 
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| 	protected:
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| 		E2D_DISABLE_COPY(RotateTo);
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| 
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| 		// 初始化动作
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| 		virtual void Init() override;
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| 
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| 	protected:
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| 		float end_val_;
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| 	};
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| 
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| 
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| 	// 延时动作
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| 	class Delay :
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| 		public Action
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| 	{
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| 	public:
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| 		explicit Delay(
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| 			float duration	/* 延迟时长(秒) */
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| 		);
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| 
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| 		// 获取该动作的拷贝对象
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| 		virtual Delay * Clone() const override;
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| 
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| 		// 获取该动作的倒转
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| 		virtual Delay * Reverse() const override;
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| 
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| 		// 重置动作
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| 		virtual void Reset() override;
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| 
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| 	protected:
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| 		E2D_DISABLE_COPY(Delay);
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| 
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| 		// 初始化动作
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| 		virtual void Init() override;
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| 
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| 		// 更新动作
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| 		virtual void Update() override;
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| 
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| 		// 重置动作时间
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| 		virtual void ResetTime() override;
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| 
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| 	protected:
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| 		float delay_;
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| 		float delta_;
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| 	};
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| 
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| 
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| 	// 循环动作
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| 	class Loop :
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| 		public Action
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| 	{
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| 	public:
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| 		explicit Loop(
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| 			Action * action,	/* 执行循环的动作 */
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| 			int times = -1		/* 循环次数 */
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| 		);
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| 
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| 		virtual ~Loop();
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| 
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| 		// 获取该动作的拷贝对象
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| 		virtual Loop * Clone() const override;
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| 
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| 		// 获取该动作的倒转
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| 		virtual Loop * Reverse() const override;
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| 
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| 		// 重置动作
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| 		virtual void Reset() override;
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| 
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| 	protected:
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| 		E2D_DISABLE_COPY(Loop);
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| 
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| 		// 初始化动作
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| 		virtual void Init() override;
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| 
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| 		// 更新动作
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| 		virtual void Update() override;
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| 
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| 		// 重置动作时间
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| 		virtual void ResetTime() override;
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| 
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| 	protected:
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| 		Action * action_;
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| 		int times_;
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| 		int total_times_;
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| 	};
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| 
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| 
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| 	// 回调动作
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| 	class Callback :
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| 		public Action
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| 	{
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| 	public:
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| 		explicit Callback(
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| 			const Function& func /* 函数对象 */
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| 		);
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| 
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| 		// 获取该动作的拷贝对象
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| 		virtual Callback * Clone() const override;
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| 
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| 		// 获取该动作的倒转
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| 		virtual Callback * Reverse() const override;
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| 
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| 	protected:
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| 		E2D_DISABLE_COPY(Callback);
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| 
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| 		// 初始化动作
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| 		virtual void Init() override;
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| 
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| 		// 更新动作
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| 		virtual void Update() override;
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| 
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| 	protected:
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| 		Function callback_;
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| 	};
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| 
 | |
| 
 | |
| 	// 顺序动作
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| 	class Sequence :
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| 		public Action
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| 	{
 | |
| 	public:
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| 		typedef std::vector<Action*> Actions;
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| 
 | |
| 		Sequence();
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| 
 | |
| 		explicit Sequence(
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| 			const Actions& actions	/* 动作列表 */
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| 		);
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| 
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| 		virtual ~Sequence();
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| 
 | |
| 		// 在结尾添加动作
 | |
| 		void Add(
 | |
| 			Action * action
 | |
| 		);
 | |
| 
 | |
| 		// 在结尾添加多个动作
 | |
| 		void Add(
 | |
| 			const Actions& actions	/* 动作列表 */
 | |
| 		);
 | |
| 
 | |
| 		// 获取该动作的拷贝对象
 | |
| 		virtual Sequence * Clone() const override;
 | |
| 
 | |
| 		// 获取该动作的倒转
 | |
| 		virtual Sequence * Reverse() const;
 | |
| 
 | |
| 		// 重置动作
 | |
| 		virtual void Reset() override;
 | |
| 
 | |
| 	protected:
 | |
| 		E2D_DISABLE_COPY(Sequence);
 | |
| 
 | |
| 		// 初始化动作
 | |
| 		virtual void Init() override;
 | |
| 
 | |
| 		// 更新动作
 | |
| 		virtual void Update() override;
 | |
| 
 | |
| 		// 重置动作时间
 | |
| 		virtual void ResetTime() override;
 | |
| 
 | |
| 	protected:
 | |
| 		UINT action_index_;
 | |
| 		Actions actions_;
 | |
| 	};
 | |
| 
 | |
| 
 | |
| 	// 同步动作
 | |
| 	class Spawn :
 | |
| 		public Action
 | |
| 	{
 | |
| 	public:
 | |
| 		typedef std::vector<Action*> Actions;
 | |
| 
 | |
| 		Spawn();
 | |
| 
 | |
| 		explicit Spawn(
 | |
| 			const Actions& actions	/* 动作列表 */
 | |
| 		);
 | |
| 
 | |
| 		virtual ~Spawn();
 | |
| 
 | |
| 		// 在结尾添加动作
 | |
| 		void Add(
 | |
| 			Action * action
 | |
| 		);
 | |
| 
 | |
| 		// 在结尾添加多个动作
 | |
| 		void Add(
 | |
| 			const Actions& actions	/* 动作列表 */
 | |
| 		);
 | |
| 
 | |
| 		// 获取该动作的拷贝对象
 | |
| 		virtual Spawn * Clone() const override;
 | |
| 
 | |
| 		// 获取该动作的倒转
 | |
| 		virtual Spawn * Reverse() const;
 | |
| 
 | |
| 		// 重置动作
 | |
| 		virtual void Reset() override;
 | |
| 
 | |
| 	protected:
 | |
| 		E2D_DISABLE_COPY(Spawn);
 | |
| 
 | |
| 		// 初始化动作
 | |
| 		virtual void Init() override;
 | |
| 
 | |
| 		// 更新动作
 | |
| 		virtual void Update() override;
 | |
| 
 | |
| 		// 重置动作时间
 | |
| 		virtual void ResetTime() override;
 | |
| 
 | |
| 	protected:
 | |
| 		Actions actions_;
 | |
| 	};
 | |
| 
 | |
| 
 | |
| 	// 帧动画
 | |
| 	class Animation :
 | |
| 		public Ref
 | |
| 	{
 | |
| 	public:
 | |
| 		typedef std::vector<Image*> Images;
 | |
| 
 | |
| 		Animation();
 | |
| 
 | |
| 		explicit Animation(
 | |
| 			const Images& frames	/* 关键帧数组 */
 | |
| 		);
 | |
| 
 | |
| 		explicit Animation(
 | |
| 			float interval			/* 帧间隔(秒) */
 | |
| 		);
 | |
| 
 | |
| 		explicit Animation(
 | |
| 			float interval,			/* 帧间隔(秒) */
 | |
| 			const Images& frames	/* 关键帧数组 */
 | |
| 		);
 | |
| 
 | |
| 		virtual ~Animation();
 | |
| 
 | |
| 		// 添加关键帧
 | |
| 		void Add(
 | |
| 			Image * frame			/* 关键帧 */
 | |
| 		);
 | |
| 
 | |
| 		// 添加多个关键帧
 | |
| 		void Add(
 | |
| 			const Images& frames	/* 关键帧数组 */
 | |
| 		);
 | |
| 
 | |
| 		// 获取帧间隔
 | |
| 		float GetInterval() const;
 | |
| 
 | |
| 		// 获取关键帧
 | |
| 		const Images& GetFrames() const;
 | |
| 
 | |
| 		// 设置每一帧的时间间隔
 | |
| 		void SetInterval(
 | |
| 			float interval		/* 帧间隔(秒) */
 | |
| 		);
 | |
| 
 | |
| 		// 获取帧动画的拷贝对象
 | |
| 		Animation * Clone() const;
 | |
| 
 | |
| 		// 获取帧动画的倒转
 | |
| 		Animation * Reverse() const;
 | |
| 
 | |
| 	protected:
 | |
| 		E2D_DISABLE_COPY(Animation);
 | |
| 
 | |
| 	protected:
 | |
| 		float	interval_;
 | |
| 		Images	frames_;
 | |
| 	};
 | |
| 
 | |
| 
 | |
| 	// 精灵动作
 | |
| 	class Animate :
 | |
| 		public Action
 | |
| 	{
 | |
| 	public:
 | |
| 		Animate();
 | |
| 
 | |
| 		explicit Animate(
 | |
| 			Animation * animation
 | |
| 		);
 | |
| 
 | |
| 		virtual ~Animate();
 | |
| 
 | |
| 		// 获取动画
 | |
| 		virtual Animation * GetAnimation() const;
 | |
| 
 | |
| 		// 设置动画
 | |
| 		virtual void SetAnimation(
 | |
| 			Animation * animation
 | |
| 		);
 | |
| 
 | |
| 		// 获取该动作的拷贝对象
 | |
| 		virtual Animate * Clone() const override;
 | |
| 
 | |
| 		// 获取该动作的倒转
 | |
| 		virtual Animate * Reverse() const override;
 | |
| 
 | |
| 		// 重置动作
 | |
| 		virtual void Reset() override;
 | |
| 
 | |
| 	protected:
 | |
| 		E2D_DISABLE_COPY(Animate);
 | |
| 
 | |
| 		// 初始化动作
 | |
| 		virtual void Init() override;
 | |
| 
 | |
| 		// 更新动作
 | |
| 		virtual void Update() override;
 | |
| 
 | |
| 		// 重置动作时间
 | |
| 		virtual void ResetTime() override;
 | |
| 
 | |
| 	protected:
 | |
| 		UINT frame_index_;
 | |
| 		Animation * animation_;
 | |
| 	};
 | |
| 
 | |
| 
 | |
| } |