Magic_Game/core/base/ActionCombined.h

168 lines
3.3 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.
#pragma once
#include "Action.h"
namespace easy2d
{
// 循环动作
class Loop
: public Action
{
public:
explicit Loop(
Action * action, /* 执行循环的动作 */
int times = -1 /* 循环次数 */
);
virtual ~Loop();
// 获取该动作的拷贝对象
virtual Loop * Clone() const override;
// 获取该动作的倒转
virtual Loop * Reverse() const override;
// 重置动作
virtual void Reset() override;
protected:
E2D_DISABLE_COPY(Loop);
// 初始化动作
virtual void Initialize() override;
// 更新动作
virtual void Update() override;
// 重置动作时间
virtual void ResetTime() override;
protected:
Action * action_;
int times_;
int total_times_;
};
// 顺序动作
class Sequence
: public Action
{
public:
typedef std::vector<Action*> Actions;
Sequence();
explicit Sequence(
const Actions& actions /* 动作列表 */
);
virtual ~Sequence();
// 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 Initialize() 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 Initialize() override;
// 更新动作
virtual void Update() override;
// 重置动作时间
virtual void ResetTime() override;
protected:
Actions actions_;
};
}