#include "Library/Play/Layout/SimpleLayoutAppearWait.h" #include "Library/Layout/LayoutActionFunction.h" #include "Library/Layout/LayoutInitInfo.h" #include "Library/Nerve/NerveSetupUtil.h" #include "Library/Nerve/NerveUtil.h" namespace { using namespace al; NERVE_IMPL(SimpleLayoutAppearWait, Appear); NERVE_IMPL(SimpleLayoutAppearWait, Wait); NERVES_MAKE_NOSTRUCT(SimpleLayoutAppearWait, Appear, Wait); } // namespace namespace al { SimpleLayoutAppearWait::SimpleLayoutAppearWait(const char* name, const char* layoutName, const LayoutInitInfo& info, const char* archiveName) : LayoutActor(name) { initLayoutActor(this, info, layoutName, archiveName); initNerve(&Appear); } SimpleLayoutAppearWait::SimpleLayoutAppearWait(LayoutActor* parentActor, const char* name, const char* layoutName, const LayoutInitInfo& info, const char* archiveName) : LayoutActor(name) { initLayoutPartsActor(this, parentActor, info, layoutName, archiveName); initNerve(&Appear); } void SimpleLayoutAppearWait::appear() { startAction(this, "Appear"); LayoutActor::appear(); setNerve(this, &Appear); } bool SimpleLayoutAppearWait::isWait() const { return isNerve(this, &Wait); } void SimpleLayoutAppearWait::exeAppear() { if (isActionEnd(this, 0)) setNerve(this, &Wait); } void SimpleLayoutAppearWait::exeWait() { if (isFirstStep(this)) startAction(this, "Wait"); } } // namespace al