/**************************************************************************** Copyright (c) 2013-2014 Chukong Technologies Inc. http://www.cocos2d-x.org 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 "cocostudio/CCActionObject.h" #include "cocostudio/DictionaryHelper.h" using namespace cocos2d; namespace cocostudio { ActionObject::ActionObject() : _name("") , _loop(false) , _bPause(false) , _bPlaying(false) , _fUnitTime(0.1f) , _currentTime(0.0f) , _pScheduler(nullptr) , _CallBack(nullptr) , _fTotalTime(0.0f) { _pScheduler = Director::getInstance()->getScheduler(); CC_SAFE_RETAIN(_pScheduler); } ActionObject::~ActionObject() { _actionNodeList.clear(); CC_SAFE_RELEASE(_pScheduler); } void ActionObject::setName(const char* name) { _name.assign(name); } const char* ActionObject::getName() { return _name.c_str(); } void ActionObject::setLoop(bool bLoop) { _loop = bLoop; } bool ActionObject::getLoop() { return _loop; } void ActionObject::setUnitTime(float fTime) { _fUnitTime = fTime; for(const auto &e : _actionNodeList) { e->setUnitTime(_fUnitTime); } } float ActionObject::getUnitTime() { return _fUnitTime; } float ActionObject::getCurrentTime() { return _currentTime; } void ActionObject::setCurrentTime(float fTime) { _currentTime = fTime; } float ActionObject::getTotalTime() { return _fTotalTime; } bool ActionObject::isPlaying() { return _bPlaying; } void ActionObject::initWithDictionary(const rapidjson::Value& dic, Object* root) { setName(DICTOOL->getStringValue_json(dic, "name")); setLoop(DICTOOL->getBooleanValue_json(dic, "loop")); setUnitTime(DICTOOL->getFloatValue_json(dic, "unittime")); int actionNodeCount = DICTOOL->getArrayCount_json(dic, "actionnodelist"); int maxLength = 0; for (int i=0; iautorelease(); const rapidjson::Value& actionNodeDic = DICTOOL->getDictionaryFromArray_json(dic, "actionnodelist", i); actionNode->initWithDictionary(actionNodeDic,root); actionNode->setUnitTime(getUnitTime()); _actionNodeList.pushBack(actionNode); int length = actionNode->getLastFrameIndex() - actionNode->getFirstFrameIndex(); if(length > maxLength) maxLength = length; } _fTotalTime = maxLength*_fTotalTime; } void ActionObject::addActionNode(ActionNode* node) { if (node == nullptr) { return; } _actionNodeList.pushBack(node); node->setUnitTime(_fUnitTime); } void ActionObject::removeActionNode(ActionNode* node) { if (node == nullptr) { return; } _actionNodeList.eraseObject(node); } void ActionObject::play() { stop(); this->updateToFrameByTime(0.0f); for(const auto &e : _actionNodeList) { e->playAction(); } if (_loop) { _pScheduler->scheduleSelector(schedule_selector(ActionObject::simulationActionUpdate), this, 0.0f , kRepeatForever, 0.0f, false); } else { _pScheduler->scheduleSelector(schedule_selector(ActionObject::simulationActionUpdate), this, 0.0f, false); } } void ActionObject::play(CallFunc* func) { this->play(); this->_CallBack = func; } void ActionObject::pause() { _bPause = true; } void ActionObject::stop() { for(const auto &e : _actionNodeList) { e->stopAction(); } _pScheduler->unscheduleSelector(schedule_selector(ActionObject::simulationActionUpdate), this); _bPause = false; } void ActionObject::updateToFrameByTime(float fTime) { _currentTime = fTime; for(const auto &e : _actionNodeList) { e->updateActionToTimeLine(fTime); } } void ActionObject::simulationActionUpdate(float dt) { bool isEnd = true; for(const auto &e : _actionNodeList) { if (!e->isActionDoneOnce()) { isEnd = false; break; } } if (isEnd) { if (_CallBack != nullptr) { _CallBack->execute(); } if (_loop) { this->play(); } } } }