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初始化
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170
engine/cocos2d/animation/playable.js
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170
engine/cocos2d/animation/playable.js
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/****************************************************************************
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Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
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https://www.cocos.com/
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated engine source code (the "Software"), a limited,
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worldwide, royalty-free, non-assignable, revocable and non-exclusive license
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to use Cocos Creator solely to develop games on your target platforms. You shall
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not use Cocos Creator software for developing other software or tools that's
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used for developing games. You are not granted to publish, distribute,
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sublicense, and/or sell copies of Cocos Creator.
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The software or tools in this License Agreement are licensed, not sold.
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Xiamen Yaji Software Co., Ltd. reserves all rights not expressly granted to you.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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var js = cc.js;
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const debug = require('../core/CCDebug');
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/**
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* @class Playable
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*
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*/
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function Playable () {
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this._isPlaying = false;
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this._isPaused = false;
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this._stepOnce = false;
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}
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var prototype = Playable.prototype;
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/**
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* !#en Is playing or paused in play mode?
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* !#zh 当前是否正在播放。
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* @property isPlaying
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* @type {boolean}
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* @default false
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* @readOnly
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*/
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js.get(prototype, 'isPlaying', function () {
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return this._isPlaying;
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}, true);
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/**
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* !#en Is currently paused? This can be true even if in edit mode(isPlaying == false).
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* !#zh 当前是否正在暂停
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* @property isPaused
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* @type {boolean}
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* @default false
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* @readOnly
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*/
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js.get(prototype, 'isPaused', function () {
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return this._isPaused;
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}, true);
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// virtual
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var virtual = function () {};
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/**
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* @method onPlay
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* @private
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*/
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prototype.onPlay = virtual;
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/**
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* @method onPause
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* @private
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*/
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prototype.onPause = virtual;
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/**
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* @method onResume
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* @private
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*/
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prototype.onResume = virtual;
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/**
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* @method onStop
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* @private
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*/
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prototype.onStop = virtual;
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/**
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* @method onError
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* @param {string} errorCode
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* @private
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*/
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prototype.onError = virtual;
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// public
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/**
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* !#en Play this animation.
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* !#zh 播放动画。
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* @method play
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*/
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prototype.play = function () {
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if (this._isPlaying) {
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if (this._isPaused) {
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this._isPaused = false;
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this.onResume();
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}
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else {
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this.onError(debug.getError(3912));
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}
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}
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else {
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this._isPlaying = true;
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this.onPlay();
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}
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};
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/**
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* !#en Stop this animation.
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* !#zh 停止动画播放。
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* @method stop
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*/
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prototype.stop = function () {
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if (this._isPlaying) {
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this._isPlaying = false;
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this.onStop();
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// need reset pause flag after onStop
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this._isPaused = false;
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}
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};
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/**
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* !#en Pause this animation.
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* !#zh 暂停动画。
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* @method pause
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*/
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prototype.pause = function () {
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if (this._isPlaying && !this._isPaused) {
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this._isPaused = true;
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this.onPause();
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}
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};
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/**
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* !#en Resume this animation.
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* !#zh 重新播放动画。
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* @method resume
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*/
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prototype.resume = function () {
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if (this._isPlaying && this._isPaused) {
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this._isPaused = false;
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this.onResume();
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}
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};
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/**
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* !#en Perform a single frame step.
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* !#zh 执行一帧动画。
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* @method step
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*/
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prototype.step = function () {
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this.pause();
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this._stepOnce = true;
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if (!this._isPlaying) {
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this.play();
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}
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};
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module.exports = Playable;
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