2019-11-23 20:27:39 +08:00
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--[[
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Copyright (c) 2014-2017 Chukong Technologies Inc.
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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]]
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2021-10-08 16:15:33 +08:00
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local unpack = table.unpack
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2019-11-23 20:27:39 +08:00
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local transition = {}
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local ACTION_EASING = {}
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ACTION_EASING["BACKIN"] = {cc.EaseBackIn, 1}
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ACTION_EASING["BACKINOUT"] = {cc.EaseBackInOut, 1}
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ACTION_EASING["BACKOUT"] = {cc.EaseBackOut, 1}
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ACTION_EASING["BOUNCE"] = {cc.EaseBounce, 1}
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ACTION_EASING["BOUNCEIN"] = {cc.EaseBounceIn, 1}
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ACTION_EASING["BOUNCEINOUT"] = {cc.EaseBounceInOut, 1}
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ACTION_EASING["BOUNCEOUT"] = {cc.EaseBounceOut, 1}
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ACTION_EASING["ELASTIC"] = {cc.EaseElastic, 2, 0.3}
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ACTION_EASING["ELASTICIN"] = {cc.EaseElasticIn, 2, 0.3}
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ACTION_EASING["ELASTICINOUT"] = {cc.EaseElasticInOut, 2, 0.3}
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ACTION_EASING["ELASTICOUT"] = {cc.EaseElasticOut, 2, 0.3}
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ACTION_EASING["EXPONENTIALIN"] = {cc.EaseExponentialIn, 1}
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ACTION_EASING["EXPONENTIALINOUT"] = {cc.EaseExponentialInOut, 1}
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ACTION_EASING["EXPONENTIALOUT"] = {cc.EaseExponentialOut, 1}
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ACTION_EASING["IN"] = {cc.EaseIn, 2, 1}
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ACTION_EASING["INOUT"] = {cc.EaseInOut, 2, 1}
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ACTION_EASING["OUT"] = {cc.EaseOut, 2, 1}
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ACTION_EASING["RATEACTION"] = {cc.EaseRateAction, 2, 1}
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ACTION_EASING["SINEIN"] = {cc.EaseSineIn, 1}
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ACTION_EASING["SINEINOUT"] = {cc.EaseSineInOut, 1}
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ACTION_EASING["SINEOUT"] = {cc.EaseSineOut, 1}
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local actionManager = cc.Director:getInstance():getActionManager()
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function transition.newEasing(action, easingName, more)
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local key = string.upper(tostring(easingName))
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local easing
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if ACTION_EASING[key] then
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local cls, count, default = unpack(ACTION_EASING[key])
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if count == 2 then
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easing = cls:create(action, more or default)
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else
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easing = cls:create(action)
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end
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end
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return easing or action
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end
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function transition.create(action, args)
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args = checktable(args)
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if args.easing then
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if type(args.easing) == "table" then
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action = transition.newEasing(action, unpack(args.easing))
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else
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action = transition.newEasing(action, args.easing)
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end
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end
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local actions = {}
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local delay = checknumber(args.delay)
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if delay > 0 then
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actions[#actions + 1] = cc.DelayTime:create(delay)
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end
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actions[#actions + 1] = action
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local onComplete = args.onComplete
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if type(onComplete) ~= "function" then onComplete = nil end
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if onComplete then
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actions[#actions + 1] = cc.CallFunc:create(onComplete)
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end
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if args.removeSelf then
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actions[#actions + 1] = cc.RemoveSelf:create()
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end
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if #actions > 1 then
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return transition.sequence(actions)
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else
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return actions[1]
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end
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end
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function transition.execute(target, action, args)
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assert(not tolua.isnull(target), "transition.execute() - target is not cc.Node")
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local action = transition.create(action, args)
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target:runAction(action)
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return action
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end
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function transition.moveTo(target, args)
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assert(not tolua.isnull(target), "transition.moveTo() - target is not cc.Node")
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local x = args.x or target:getPositionX()
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local y = args.y or target:getPositionY()
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local action = cc.MoveTo:create(args.time, cc.p(x, y))
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return transition.execute(target, action, args)
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end
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function transition.moveBy(target, args)
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assert(not tolua.isnull(target), "transition.moveBy() - target is not cc.Node")
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local x = args.x or 0
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local y = args.y or 0
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local action = cc.MoveBy:create(args.time, cc.p(x, y))
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return transition.execute(target, action, args)
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end
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function transition.fadeIn(target, args)
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assert(not tolua.isnull(target), "transition.fadeIn() - target is not cc.Node")
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local action = cc.FadeIn:create(args.time)
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return transition.execute(target, action, args)
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end
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function transition.fadeOut(target, args)
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assert(not tolua.isnull(target), "transition.fadeOut() - target is not cc.Node")
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local action = cc.FadeOut:create(args.time)
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return transition.execute(target, action, args)
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end
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function transition.fadeTo(target, args)
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assert(not tolua.isnull(target), "transition.fadeTo() - target is not cc.Node")
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local opacity = checkint(args.opacity)
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if opacity < 0 then
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opacity = 0
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elseif opacity > 255 then
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opacity = 255
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end
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local action = cc.FadeTo:create(args.time, opacity)
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return transition.execute(target, action, args)
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end
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function transition.scaleTo(target, args)
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assert(not tolua.isnull(target), "transition.scaleTo() - target is not cc.Node")
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local action
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if args.scale then
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action = cc.ScaleTo:create(checknumber(args.time), checknumber(args.scale))
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elseif args.scaleX or args.scaleY then
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local scaleX, scaleY
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if args.scaleX then
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scaleX = checknumber(args.scaleX)
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else
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scaleX = target:getScaleX()
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end
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if args.scaleY then
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scaleY = checknumber(args.scaleY)
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else
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scaleY = target:getScaleY()
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end
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action = cc.ScaleTo:create(checknumber(args.time), scaleX, scaleY)
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end
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return transition.execute(target, action, args)
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end
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function transition.rotateTo(target, args)
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assert(not tolua.isnull(target), "transition.rotateTo() - target is not cc.Node")
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local rotation = args.rotation or target:getRotation()
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local action = cc.RotateTo:create(args.time, rotation)
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return transition.execute(target, action, args)
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end
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function transition.rotateBy(target, args)
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assert(not tolua.isnull(target), "transition.rotateTo() - target is not cc.Node")
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local rotation = args.rotation or 0
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local action = cc.RotateBy:create(args.time, rotation)
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return transition.execute(target, action, args)
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end
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function transition.sequence(actions)
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if #actions < 1 then return end
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if #actions < 2 then return actions[1] end
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return cc.Sequence:create(actions)
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end
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function transition.removeAction(action)
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if not tolua.isnull(action) then
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actionManager:removeAction(action)
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end
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end
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function transition.stopTarget(target)
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if not tolua.isnull(target) then
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actionManager:removeAllActionsFromTarget(target)
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end
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end
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function transition.pauseTarget(target)
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if not tolua.isnull(target) then
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actionManager:pauseTarget(target)
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end
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end
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function transition.resumeTarget(target)
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if not tolua.isnull(target) then
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actionManager:resumeTarget(target)
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end
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end
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return transition
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