Remove unnecessary ActionInterval casts (#16402)

This commit is contained in:
mogemimi 2016-08-22 10:39:58 +09:00 committed by minggo
parent 016e7b0dfc
commit 7afde8c7a6
2 changed files with 20 additions and 26 deletions

View File

@ -302,7 +302,7 @@ void TransitionRotoZoom:: onEnter()
_inScene->setAnchorPoint(Vec2(0.5f, 0.5f));
_outScene->setAnchorPoint(Vec2(0.5f, 0.5f));
ActionInterval *rotozoom = (ActionInterval*)(Sequence::create
auto rotozoom = Sequence::create
(
Spawn::create
(
@ -312,7 +312,7 @@ void TransitionRotoZoom:: onEnter()
),
DelayTime::create(_duration/2),
nullptr
));
);
_outScene->runAction(rotozoom);
_inScene->runAction
@ -362,8 +362,8 @@ void TransitionJumpZoom::onEnter()
ActionInterval *scaleIn = ScaleTo::create(_duration/4, 1.0f);
ActionInterval *scaleOut = ScaleTo::create(_duration/4, 0.5f);
ActionInterval *jumpZoomOut = (ActionInterval*)(Sequence::create(scaleOut, jump, nullptr));
ActionInterval *jumpZoomIn = (ActionInterval*)(Sequence::create(jump, scaleIn, nullptr));
auto jumpZoomOut = Sequence::create(scaleOut, jump, nullptr);
auto jumpZoomIn = Sequence::create(jump, scaleIn, nullptr);
ActionInterval *delay = DelayTime::create(_duration/2);
@ -549,7 +549,7 @@ void TransitionSlideInL::onEnter()
ActionInterval *out = this->action();
ActionInterval* inAction = easeActionWithAction(in);
ActionInterval* outAction = (ActionInterval*)Sequence::create
ActionInterval* outAction = Sequence::create
(
easeActionWithAction(out),
CallFunc::create(CC_CALLBACK_0(TransitionScene::finish,this)),
@ -780,7 +780,6 @@ void TransitionFlipX::onEnter()
{
TransitionSceneOriented::onEnter();
ActionInterval *inA, *outA;
_inScene->setVisible(false);
float inDeltaZ, inAngleZ;
@ -801,7 +800,7 @@ void TransitionFlipX::onEnter()
outAngleZ = 0;
}
inA = (ActionInterval*)Sequence::create
auto inA = Sequence::create
(
DelayTime::create(_duration/2),
Show::create(),
@ -810,7 +809,7 @@ void TransitionFlipX::onEnter()
nullptr
);
outA = (ActionInterval *)Sequence::create
auto outA = Sequence::create
(
OrbitCamera::create(_duration/2, 1, 0, outAngleZ, outDeltaZ, 0, 0),
Hide::create(),
@ -850,7 +849,6 @@ void TransitionFlipY::onEnter()
{
TransitionSceneOriented::onEnter();
ActionInterval *inA, *outA;
_inScene->setVisible(false);
float inDeltaZ, inAngleZ;
@ -871,7 +869,7 @@ void TransitionFlipY::onEnter()
outAngleZ = 0;
}
inA = (ActionInterval*)Sequence::create
auto inA = Sequence::create
(
DelayTime::create(_duration/2),
Show::create(),
@ -879,7 +877,7 @@ void TransitionFlipY::onEnter()
CallFunc::create(CC_CALLBACK_0(TransitionScene::finish,this)),
nullptr
);
outA = (ActionInterval*)Sequence::create
auto outA = Sequence::create
(
OrbitCamera::create(_duration/2, 1, 0, outAngleZ, outDeltaZ, 90, 0),
Hide::create(),
@ -921,7 +919,6 @@ void TransitionFlipAngular::onEnter()
{
TransitionSceneOriented::onEnter();
ActionInterval *inA, *outA;
_inScene->setVisible(false);
float inDeltaZ, inAngleZ;
@ -942,7 +939,7 @@ void TransitionFlipAngular::onEnter()
outAngleZ = 0;
}
inA = (ActionInterval *)Sequence::create
auto inA = Sequence::create
(
DelayTime::create(_duration/2),
Show::create(),
@ -950,7 +947,7 @@ void TransitionFlipAngular::onEnter()
CallFunc::create(CC_CALLBACK_0(TransitionScene::finish,this)),
nullptr
);
outA = (ActionInterval *)Sequence::create
auto outA = Sequence::create
(
OrbitCamera::create(_duration/2, 1, 0, outAngleZ, outDeltaZ, 45, 0),
Hide::create(),
@ -990,7 +987,6 @@ void TransitionZoomFlipX::onEnter()
{
TransitionSceneOriented::onEnter();
ActionInterval *inA, *outA;
_inScene->setVisible(false);
float inDeltaZ, inAngleZ;
@ -1009,7 +1005,7 @@ void TransitionZoomFlipX::onEnter()
outDeltaZ = -90;
outAngleZ = 0;
}
inA = (ActionInterval *)Sequence::create
auto inA = Sequence::create
(
DelayTime::create(_duration/2),
Spawn::create
@ -1022,7 +1018,7 @@ void TransitionZoomFlipX::onEnter()
CallFunc::create(CC_CALLBACK_0(TransitionScene::finish,this)),
nullptr
);
outA = (ActionInterval *)Sequence::create
auto outA = Sequence::create
(
Spawn::create
(
@ -1069,7 +1065,6 @@ void TransitionZoomFlipY::onEnter()
{
TransitionSceneOriented::onEnter();
ActionInterval *inA, *outA;
_inScene->setVisible(false);
float inDeltaZ, inAngleZ;
@ -1087,7 +1082,7 @@ void TransitionZoomFlipY::onEnter()
outAngleZ = 0;
}
inA = (ActionInterval *)Sequence::create
auto inA = Sequence::create
(
DelayTime::create(_duration/2),
Spawn::create
@ -1101,7 +1096,7 @@ void TransitionZoomFlipY::onEnter()
nullptr
);
outA = (ActionInterval *)Sequence::create
auto outA = Sequence::create
(
Spawn::create
(
@ -1148,7 +1143,6 @@ void TransitionZoomFlipAngular::onEnter()
{
TransitionSceneOriented::onEnter();
ActionInterval *inA, *outA;
_inScene->setVisible(false);
float inDeltaZ, inAngleZ;
@ -1168,7 +1162,7 @@ void TransitionZoomFlipAngular::onEnter()
outAngleZ = 0;
}
inA = (ActionInterval *)Sequence::create
auto inA = Sequence::create
(
DelayTime::create(_duration/2),
Spawn::create
@ -1182,7 +1176,7 @@ void TransitionZoomFlipAngular::onEnter()
CallFunc::create(CC_CALLBACK_0(TransitionScene::finish,this)),
nullptr
);
outA = (ActionInterval *)Sequence::create
auto outA = Sequence::create
(
Spawn::create
(
@ -1265,7 +1259,7 @@ void TransitionFade :: onEnter()
addChild(l, 2, kSceneFade);
Node* f = getChildByTag(kSceneFade);
ActionInterval* a = (ActionInterval *)Sequence::create
auto a = Sequence::create
(
FadeIn::create(_duration/2),
CallFunc::create(CC_CALLBACK_0(TransitionScene::hideOutShowIn,this)),
@ -1509,7 +1503,7 @@ void TransitionSplitCols::onEnter()
_gridProxy->onEnter();
ActionInterval* split = action();
ActionInterval* seq = (ActionInterval*)Sequence::create
auto seq = Sequence::create
(
split,
CallFunc::create(CC_CALLBACK_0(TransitionSplitCols::switchTargetToInscene,this)),

View File

@ -91,7 +91,7 @@ void TransitionProgress::onEnter()
ProgressTimer *node = progressTimerNodeWithRenderTexture(texture);
// create the blend action
ActionInterval* layerAction = (ActionInterval*)Sequence::create(
auto layerAction = Sequence::create(
ProgressFromTo::create(_duration, _from, _to),
CallFunc::create(CC_CALLBACK_0(TransitionScene::finish,this)),
nullptr);