Java 如何从cachedActions Libgdx继续序列/并行操作
我有一个clicklistener扩展类,它旨在缓存演员在触地期间的任何当前动作,并在触地触发时将其分配回。但是,它不适用于顺序或并行操作Java 如何从cachedActions Libgdx继续序列/并行操作,java,libgdx,Java,Libgdx,我有一个clicklistener扩展类,它旨在缓存演员在触地期间的任何当前动作,并在触地触发时将其分配回。但是,它不适用于顺序或并行操作 public class MyClickListener extends ClickListener { public Actor actor; private final Array<Action> cachedActions = new Array<Action>(); @Override pu
public class MyClickListener extends ClickListener {
public Actor actor;
private final Array<Action> cachedActions = new Array<Action>();
@Override
public void touchUp(InputEvent event, float x, float y, int pointer, int button) {
super.touchUp(event, x, y, pointer, button);
actor = event.getListenerActor();
actor.addAction(btnScaleBackActions());
for(Action action:cachedActions)
{
//action.reset(); // i wants the actor to continue at where it stop
action.setTarget(actor);
action.setActor(actor);
actor.addAction(action);
}
cachedActions.clear();
}
@Override
public boolean touchDown(InputEvent event, float x, float y, int pointer, int button) {
if(pointer==0)
{
actor = event.getListenerActor();
actor.setScale(0.9f);
cachedActions.addAll(actor.getActions());
actor.clearActions();
return super.touchDown(event, x, y, pointer, button);
}
else
{
return false;
}
}
是否可以在myClickListener类停止的位置继续序列/并行操作?来自池(如actions类)的操作的默认行为是在从参与者中删除它们时重新启动它们自己。实际上,重用这些实例并不安全,因为它们也已返回到池中,并且可能意外地连接到其他参与者 因此,在将它们从actor中删除之前,需要将它们的池设置为null
private static void clearPools (Array<Action> actions){
for (Action action : actions){
action.setPool(null);
if (action instanceof ParallelAction) //SequenceActions are also ParallelActions
clearPools(((ParallelAction)action).getActions());
else if (action instanceof DelegateAction)
((DelegateAction)action).getAction().setPool(null);
}
}
//And right before actor.clearActions();
clearPools(actor.getActions());
private static void clearPools(数组操作){
for(操作:操作){
action.setPool(null);
if(action instanceof ParallelAction)//SequenceActions也是ParallelActions
clearPools(((ParallelAction)action.getActions());
else if(DelegateAction的操作实例)
((DelegateAction)action.getAction().setPool(null);
}
}
//就在actor.clearActions()之前;
ClearPool(actor.getActions());
然后,当您将它们添加回actor时,您需要将它们的池添加回actor,以便它们可以返回到操作池,并在以后重用,以避免GC搅动
private static void assignPools (Array<Action> actions){
for (Action action : actions){
action.setPool(Pools.get(action.getClass()));
if (action instanceof ParallelAction)
assignPools(((ParallelAction)action).getActions());
else if (action instanceof DelegateAction){
Action innerAction = ((DelegateAction)action).getAction();
innerAction.setPool(Pools.get(innerAction.getClass()));
}
}
}
//And call it on your actor right after adding the actions back:
assignPools(actor.getActions);
私有静态池(数组操作){
for(操作:操作){
action.setPool(Pools.get(action.getClass());
if(并行操作的操作实例)
assignPools(((ParallelAction)action.getActions());
else if(DelegateAction的操作实例){
Action innerAction=((DelegateAction)Action.getAction();
setPool(Pools.get(innerAction.getClass());
}
}
}
//并在添加动作后立即调用您的演员:
分配池(actor.getActions);
这里有另一个想法。您可以将操作包装为一种新类型的可暂停操作,而不是处理删除和恢复操作,以及随后处理池问题
public class PausableAction extends DelegateAction {
public static PausableAction pausable(Action wrappedAction){
PausableAction action = Actions.action(PausableAction.class);
action.setAction(wrappedAction);
return action;
}
boolean paused = false;
public void pause (){
paused = true;
}
public void unpause (){
paused = false;
}
protected boolean delegate (float delta){
if (paused)
return false;
return action.act(delta);
}
public void restart () {
super.restart();
paused = false;
}
}
现在,在获取操作时,请将其包装为可暂停的格式,例如:
btn1.addAction(PausableAction.pausable(Actions.scaleBy(1,1,3)));
并在需要时暂停/取消暂停操作,如:
//...
actor = event.getListenerActor();
actor.setScale(0.9f);
for (Action action : actor.getActions())
if (action instanceof PausableAction)
((PausableAction)action).pause();
return super.touchDown(event, x, y, pointer, button);
非常感谢你!!非常好的解释,我从中学到了很多。再次感谢!!
//...
actor = event.getListenerActor();
actor.setScale(0.9f);
for (Action action : actor.getActions())
if (action instanceof PausableAction)
((PausableAction)action).pause();
return super.touchDown(event, x, y, pointer, button);