/******************************************************************************* * Copyright 2011 See AUTHORS file. * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. ******************************************************************************/ package sink.scene3d; import com.badlogic.gdx.utils.Pool; import com.badlogic.gdx.utils.Pool.Poolable; /** Actions attach to an {@link Actor} and perform some task, often over time. * @author Nathan Sweet */ abstract public class Action3d implements Poolable { /** The actor this action is attached to, or null if it is not attached. */ protected Actor3d actor3d; private Pool<Action3d> pool; /** Updates the action based on time. Typically this is called each frame by {@link Actor#act(float)}. * @param delta Time in seconds since the last frame. * @return true if the action is done. This method may continue to be called after the action is done. */ abstract public boolean act (float delta); /** Sets the state of the action so it can be run again. */ public void restart () { } /** @return null if the action is not attached to an actor. */ public Actor3d getActor3d() { return actor3d; } /** Sets the actor this action will be used for. This is called automatically when an action is added to an actor. This is also * called with null when an action is removed from an actor. When set to null, if the action has a {@link #setPool(Pool) pool} * then the action is {@link Pool#free(Object) returned} to the pool (which calls {@link #reset()}) and the pool is set to null. * If the action does not have a pool, {@link #reset()} is not called. * <p> * This method is not typically a good place for a subclass to query the actor's state because the action may not be executed * for some time, eg it may be {@link DelayAction delayed}. The actor's state is best queried in the first call to * {@link #act(float)}. For a {@link TemporalAction}, use TemporalAction#begin(). */ public void setActor3d(Actor3d actor) { this.actor3d = actor; if (actor == null) { if (pool != null) { pool.free(this); pool = null; } } } /** Resets the optional state of this action to as if it were newly created, allowing the action to be pooled and reused. State * required to be set for every usage of this action or computed during the action does not need to be reset. * <p> * The default implementation calls {@link #restart()}. * <p> * If a subclass has optional state, it must override this method, call super, and reset the optional state. */ public void reset () { restart(); } public Pool getPool () { return pool; } /** Sets the pool that the action will be returned to when removed from the actor. * @param pool May be null. * @see #setActor(Actor) */ public void setPool (Pool pool) { this.pool = pool; } public String toString () { String name = getClass().getName(); int dotIndex = name.lastIndexOf('.'); if (dotIndex != -1) name = name.substring(dotIndex + 1); if (name.endsWith("Action")) name = name.substring(0, name.length() - 6); return name; } }