Magic_Game/core/base/Delay.cpp

64 lines
1.7 KiB
C++

// Copyright (c) 2016-2018 Easy2D - Nomango
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.
#include "Delay.h"
namespace easy2d
{
Delay::Delay(Duration const& duration)
: delta_()
, delay_(duration)
{
}
void Delay::Reset()
{
Action::Reset();
delta_ = Duration{};
}
void Delay::Init(Node* target)
{
Action::Init(target);
}
void Delay::Update(Node* target, Duration const& dt)
{
Action::Update(target, dt);
delta_ += dt;
if (delta_ >= delay_)
{
this->Stop();
}
}
spAction Delay::Clone() const
{
return new (std::nothrow) Delay(delay_);
}
spAction Delay::Reverse() const
{
return new (std::nothrow) Delay(delay_);
}
}