Magic_Game/core/base/Action.cpp

107 lines
2.1 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 "Action.h"
#include "base.h"
namespace easy2d
{
Action::Action()
: running_(false), done_(false), initialized_(false), target_(nullptr)
{
}
Action::~Action()
{
}
bool Action::IsRunning()
{
return running_;
}
void Action::Resume()
{
running_ = true;
}
void Action::Pause()
{
running_ = false;
}
void Action::Stop()
{
done_ = true;
}
const String& Action::GetName() const
{
return name_;
}
void Action::SetName(const String& name)
{
name_ = name;
}
Node * Action::GetTarget()
{
return target_;
}
void Action::Reset()
{
initialized_ = false;
done_ = false;
started_ = time::Now();
}
bool Action::IsDone() const
{
return done_;
}
void Action::StartWithTarget(Node* target)
{
target_ = target;
running_ = true;
this->Reset();
}
void Action::Initialize()
{
initialized_ = true;
started_ = time::Now();
}
void Action::Update()
{
if (!initialized_)
{
Initialize();
}
}
void Action::ResetTime()
{
}
}