Magic_Game/core/Action/ActionSequence.cpp

120 lines
1.8 KiB
C++

#include "..\eactions.h"
e2d::ActionSequence::ActionSequence() :
m_nActionIndex(0)
{
}
e2d::ActionSequence::ActionSequence(const std::initializer_list<Action*>& vActions) :
m_nActionIndex(0)
{
this->add(vActions);
}
e2d::ActionSequence::~ActionSequence()
{
for (auto action : m_vActions)
{
SafeRelease(&action);
}
}
void e2d::ActionSequence::_init()
{
Action::_init();
// 将所有动作与目标绑定
if (m_pTarget)
{
for (auto action : m_vActions)
{
action->m_pTarget = m_pTarget;
}
}
// 初始化第一个动作
m_vActions[0]->_init();
}
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 (auto action : m_vActions)
{
action->reset();
}
m_nActionIndex = 0;
}
void e2d::ActionSequence::_resetTime()
{
for (auto action : m_vActions)
{
action->_resetTime();
}
}
void e2d::ActionSequence::add(Action * action)
{
if (action)
{
m_vActions.push_back(action);
action->retain();
}
}
void e2d::ActionSequence::add(const std::initializer_list<Action*>& vActions)
{
for (const auto &action : vActions)
{
this->add(action);
}
}
e2d::ActionSequence * e2d::ActionSequence::clone() const
{
auto a = new ActionSequence();
for (auto action : m_vActions)
{
a->add(action->clone());
}
return a;
}
e2d::ActionSequence * e2d::ActionSequence::reverse(bool actionReverse) const
{
auto a = new ActionSequence();
for (auto 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;
}