Magic_Game/core/Action/ActionSequence.cpp

156 lines
2.4 KiB
C++

#include "..\eaction.h"
e2d::ActionSequence::ActionSequence()
: m_nActionIndex(0)
{
}
#if HIGHER_THAN_VS2012
e2d::ActionSequence::ActionSequence(const InitList<Action*>& vActions)
: m_nActionIndex(0)
{
this->add(vActions);
}
#else
e2d::ActionSequence::ActionSequence(int number, Action * action1, ...) :
m_nActionIndex(0)
{
Action ** ppAction = &action1;
while (number > 0)
{
WARN_IF((*ppAction) == nullptr, "ActionSequence NULL pointer exception!");
this->add(*ppAction);
ppAction++;
number--;
}
}
#endif
e2d::ActionSequence::~ActionSequence()
{
}
void e2d::ActionSequence::_init()
{
Action::_init();
// 将所有动作与目标绑定
if (m_pTarget)
{
FOR_LOOP(action, m_vActions)
{
action->m_pTarget = m_pTarget;
}
}
// 初始化第一个动作
m_vActions[0]->_init();
}
void e2d::ActionSequence::destroy()
{
Action::destroy();
FOR_LOOP(action, m_vActions)
{
SafeRelease(&action);
}
}
void e2d::ActionSequence::_update()
{
Action::_update();
auto &action = m_vActions[m_nActionIndex];
action->_update();
if (action->_isEnding())
{
m_nActionIndex++;
if (m_nActionIndex == m_vActions.size())
{
this->stop();
}
else
{
m_vActions[m_nActionIndex]->_init();
}
}
}
void e2d::ActionSequence::reset()
{
Action::reset();
FOR_LOOP(action, m_vActions)
{
action->reset();
}
m_nActionIndex = 0;
}
void e2d::ActionSequence::_resetTime()
{
FOR_LOOP(action, m_vActions)
{
action->_resetTime();
}
}
void e2d::ActionSequence::add(Action * action)
{
if (action)
{
m_vActions.push_back(action);
action->retain();
}
}
#if HIGHER_THAN_VS2012
void e2d::ActionSequence::add(const InitList<Action*>& vActions)
{
for (const auto &action : vActions)
{
this->add(action);
}
}
#else
void e2d::ActionSequence::add(int number, Action * action, ...)
{
Action ** ppAction = &action;
while (number > 0)
{
WARN_IF((*ppAction) == nullptr, "ActionSequence NULL pointer exception!");
this->add(*ppAction);
ppAction++;
number--;
}
}
#endif
e2d::ActionSequence * e2d::ActionSequence::clone() const
{
auto a = new ActionSequence();
FOR_LOOP(action, m_vActions)
{
a->add(action->clone());
}
return a;
}
e2d::ActionSequence * e2d::ActionSequence::reverse(bool actionReverse) const
{
auto a = new ActionSequence();
FOR_LOOP(action, m_vActions)
{
if (actionReverse)
{
a->add(action->reverse());
}
else
{
a->add(action->clone());
}
}
// 将动作顺序逆序排列
a->m_vActions.reserve(m_vActions.size());
return a;
}