#include <CCProcessBase.h>
Public Member Functions | |
| ProcessBase (void) | |
| virtual | ~ProcessBase (void) |
| virtual void | play (int durationTo, int durationTween, int loop, int tweenEasing) |
| Play animation by animation name. More... | |
| virtual void | pause () |
| Pause the Process. More... | |
| virtual void | resume () |
| Resume the Process. More... | |
| virtual void | stop () |
| Stop the Process. More... | |
| virtual void | update (float dt) |
| You should never call this function, unless you know what you do Update the Process, include current process, current frame and son on. More... | |
| virtual int | getCurrentFrameIndex () |
| virtual void | setProcessScale (float processScale) |
| virtual float | getProcessScale () const |
| virtual void | setIsPause (bool pause) |
| virtual bool | isPause () const |
| virtual void | setIsComplete (bool complete) |
| virtual bool | isComplete () const |
| virtual void | setIsPlaying (bool playing) |
| virtual bool | isPlaying () const |
| virtual float | getCurrentPercent () const |
| virtual int | getRawDuration () const |
Public Member Functions inherited from Ref | |
| void | retain () |
| Retains the ownership. More... | |
| void | release () |
| Releases the ownership immediately. More... | |
| Ref * | autorelease () |
| Releases the ownership sometime soon automatically. More... | |
| unsigned int | getReferenceCount () const |
| Returns the Ref's current reference count. More... | |
| virtual | ~Ref () |
Protected Member Functions | |
| virtual void | gotoFrame (int frameIndex) |
| virtual void | updateHandler () |
| Update(float dt) will call this handler, you can handle your logic here. More... | |
Protected Member Functions inherited from Ref | |
| Ref () | |
| Constructor. More... | |
| Ref () | |
| Constructor. More... | |
Protected Attributes | |
| float | _processScale |
| Scale the process speed. More... | |
| bool | _isPause |
| Set and get whether the aniamtion is pause. More... | |
| bool | _isComplete |
| Set and get whether the aniamtion is complete. More... | |
| bool | _isPlaying |
| Set and get whether the aniamtion is playing. More... | |
| float | _currentPercent |
| Current percent this process arrived. More... | |
| int | _rawDuration |
| The raw duration. More... | |
| AnimationType | _loopType |
| The animation whether or not loop. More... | |
| cocos2d::tweenfunc::TweenType | _tweenEasing |
| The tween easing effect. More... | |
| float | _animationInternal |
| The animation update speed. More... | |
| int | _durationTween |
| The durantion frame count will run. More... | |
| float | _currentFrame |
| Current frame this process arrived, this frame is tween frame. More... | |
| int | _curFrameIndex |
| Frame index it the time line. More... | |
| int | _nextFrameIndex |
| Next frame this process need run to. More... | |
| bool | _isLoopBack |
Protected Attributes inherited from Ref | |
| unsigned int | _referenceCount |
| count of references More... | |
| var | _referenceCount |
| count of references More... | |
| local | _referenceCount |
| count of references More... | |
| ProcessBase | ( | void | ) |
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virtual |
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Pause the Process.
Reimplemented in ArmatureAnimation.
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Play animation by animation name.
| durationTo | The frames between two animation changing-over. It's meaning is changing to this animation need how many frames |
-1 : use the value from MovementData get from flash design panel
| durationTween | The frame count you want to play in the game. if _durationTween is 80, then the animation will played 80 frames in a loop |
-1 : use the value from MovementData get from flash design panel
| loop | Whether the animation is loop loop < 0 : use the value from MovementData get from flash design panel
loop = 0 : this animation is not loop
loop > 0 : this animation is loop
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| tweenEasing | Tween easing is used for calculate easing effect TWEEN_EASING_MAX : use the value from MovementData get from flash design panel
-1 : fade out
0 : line
1 : fade in
2 : fade in and out |
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Resume the Process.
Reimplemented in ArmatureAnimation.
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inlinevirtual |
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inlinevirtual |
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inlinevirtual |
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Stop the Process.
Reimplemented in ArmatureAnimation.
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You should never call this function, unless you know what you do Update the Process, include current process, current frame and son on.
| The | duration since last update |
Reimplemented in ArmatureAnimation.
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inlineprotectedvirtual |
Update(float dt) will call this handler, you can handle your logic here.
Reimplemented in ArmatureAnimation, and Tween.
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The animation update speed.
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Frame index it the time line.
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Current frame this process arrived, this frame is tween frame.
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Current percent this process arrived.
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The durantion frame count will run.
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Set and get whether the aniamtion is complete.
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Set and get whether the aniamtion is pause.
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Set and get whether the aniamtion is playing.
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The animation whether or not loop.
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Next frame this process need run to.
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Scale the process speed.
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The raw duration.
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The tween easing effect.