void ActionObject::simulationActionUpdate(float dt) { if (_loop) { bool isEnd = true; int nodeNum = _actionNodeList->count(); for ( int i = 0; i < nodeNum; i++ ) { ActionNode* actionNode = (ActionNode*)_actionNodeList->getObjectAtIndex(i); if (actionNode->isActionDoneOnce() == false) { isEnd = false; break; } } if (isEnd) { this->play(); } //CCLOG("ActionObject Update"); } }
void ActionObject::simulationActionUpdate(float dt) { bool isEnd = true; int nodeNum = m_ActionNodeList->count(); for ( int i = 0; i < nodeNum; i++ ) { ActionNode* actionNode = (ActionNode*)m_ActionNodeList->objectAtIndex(i); if (actionNode->isActionDoneOnce() == false) { isEnd = false; break; } } if (isEnd) { if (m_CallBack != NULL) { m_CallBack->execute(); } if (m_loop) { this->play(); } } }