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- #include "Event/Event.h"
- #include "Event/EventConf.pb.h"
- namespace Egametang {
- Event::Event(NodeFactories& factories, EventConf& conf):
- action(NULL), condition(NULL)
- {
- const ConditionConf& condition_conf = conf.condition();
- if (condition_conf.has_node())
- {
- const LogicNode& node_conf = condition_conf.node();
- BuildCondition(factories, node_conf, condition);
- }
- }
- void Event::BuildCondition(
- NodeFactories& factories, const LogicNode& conf,
- NodeIf*& node)
- {
- int32 type = conf.type();
- node = factories.GetInstance(conf);
- for (int i = 0; i < conf.nodes_size(); ++i)
- {
- const LogicNode& logic_node_conf = conf.nodes(i);
- NodeIf* logic_node = NULL;
- BuildCondition(factories, logic_node_conf, logic_node);
- node->AddChildNode(logic_node, i);
- }
- }
- Event::~Event()
- {
- delete condition;
- delete action;
- }
- void Event::Excute(ContexIf* contex)
- {
- if(condition->Check(contex))
- {
- // 执行动作
- action->Excute(contex);
- }
- }
- int Event::Type() const
- {
- return type;
- }
- } // namespace Egametang
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