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- module BABYLON {
- export class SwitchBooleanAction extends Action {
- private _target: any;
- private _property: string;
- constructor(trigger: number, target: any, public propertyPath: string, condition?: Condition) {
- super(trigger, condition);
- this._target = target;
- }
- public _prepare(): void {
- this._target = this._getEffectiveTarget(this._target, this.propertyPath);
- this._property = this._getProperty(this.propertyPath);
- }
- public execute(): void {
- this._target[this._property] = !this._target[this._property];
- }
- }
- export class SetStateAction extends Action {
- private _target: any;
- constructor(trigger: number, target: any, public value: string, condition?: Condition) {
- super(trigger, condition);
- this._target = target;
- }
- public execute(): void {
- this._target.state = this.value;
- }
- }
- export class SetValueAction extends Action {
- private _target: any;
- private _property: string;
- constructor(trigger: number, target: any, public propertyPath: string, public value: any, condition?: Condition) {
- super(trigger, condition);
- this._target = target;
- }
- public _prepare(): void {
- this._target = this._getEffectiveTarget(this._target, this.propertyPath);
- this._property = this._getProperty(this.propertyPath);
- }
- public execute(): void {
- this._target[this._property] = this.value;
- }
- }
- export class IncrementValueAction extends Action {
- private _target: any;
- private _property: string;
- constructor(trigger: number, target: any, public propertyPath: string, public value: any, condition?: Condition) {
- super(trigger, condition);
- this._target = target;
- }
- public _prepare(): void {
- this._target = this._getEffectiveTarget(this._target, this.propertyPath);
- this._property = this._getProperty(this.propertyPath);
- if (typeof this._target[this._property] !== "number") {
- Tools.Warn("Warning: IncrementValueAction can only be used with number values");
- }
- }
- public execute(): void {
- this._target[this._property] += this.value;
- }
- }
- export class PlayAnimationAction extends Action {
- private _target: any;
- constructor(trigger: number, target: any, public from: number, public to: number, public loop?: boolean, condition?: Condition) {
- super(trigger, condition);
- this._target = target;
- }
- public _prepare(): void {
- }
- public execute(): void {
- var scene = this._actionManager.getScene();
- scene.beginAnimation(this._target, this.from, this.to, this.loop);
- }
- }
- export class StopAnimationAction extends Action {
- private _target: any;
- constructor(trigger: number, target: any, condition?: Condition) {
- super(trigger, condition);
- this._target = target;
- }
- public _prepare(): void {
- }
- public execute(): void {
- var scene = this._actionManager.getScene();
- scene.stopAnimation(this._target);
- }
- }
- export class DoNothingAction extends Action {
- constructor(trigger: number = ActionManager.NothingTrigger, condition?: Condition) {
- super(trigger, condition);
- }
- public execute(): void {
- }
- }
- export class CombineAction extends Action {
- constructor(trigger: number, public children: Action[], condition?: Condition) {
- super(trigger, condition);
- }
- public _prepare(): void {
- for (var index = 0; index < this.children.length; index++) {
- this.children[index]._actionManager = this._actionManager;
- this.children[index]._prepare();
- }
- }
- public execute(): void {
- for (var index = 0; index < this.children.length; index++) {
- this.children[index].execute();
- }
- }
- }
- export class ExecuteCodeAction extends Action {
- constructor(trigger: number, public func: () => void, condition?: Condition) {
- super(trigger, condition);
- }
- public execute(): void {
- this.func();
- }
- }
- export class SetParentAction extends Action {
- private _parent: any;
- private _target: any;
- constructor(trigger: number, target: any, parent: any, condition?: Condition) {
- super(trigger, condition);
- this._target = target;
- this._parent = parent;
- }
- public _prepare(): void {
- }
- public execute(): void {
- if (this._target.parent === this._parent) {
- return;
- }
- var invertParentWorldMatrix = this._parent.getWorldMatrix().clone();
- invertParentWorldMatrix.invert();
- this._target.position = BABYLON.Vector3.TransformCoordinates(this._target.position, invertParentWorldMatrix);
- this._target.parent = this._parent;
- }
- }
- }
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