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* This action allow to wait for a few seconds before continuing to run the next actions and sub-events. * It is perfect to create cut scenes, advanced logic or just run things progressively without relying on timers. In a lot of cases, it's simpler and faster to use this new action. * The action remember the picked objects: it works like an usual event, but run the actions (and sub-events) a bit later in time. While the action wait, other events continue to run as usual. * Thanks to @arthuro555 for the ground work and follow up on this new feature. Only show the rest in developer changelog: * Add support for asynchronous actions (including for objects). * Add exhaustive test cases for asynchronous actions. Co-authored-by: Arthur Pacaud <arthur.pacaud@hotmail.fr>
37 lines
934 B
C++
37 lines
934 B
C++
/*
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* GDevelop Core
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* Copyright 2008-2016 Florian Rival (Florian.Rival@gmail.com). All rights
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* reserved. This project is released under the MIT License.
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*/
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#include "AsyncEvent.h"
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#include "GDCore/CommonTools.h"
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#include "GDCore/Events/CodeGeneration/EventsCodeGenerationContext.h"
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#include "GDCore/Events/CodeGeneration/EventsCodeGenerator.h"
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#include "GDCore/Events/Serialization.h"
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#include "GDCore/Serialization/SerializerElement.h"
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using namespace std;
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namespace gd {
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AsyncEvent::AsyncEvent() : BaseEvent() {}
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AsyncEvent::~AsyncEvent(){};
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vector<const gd::InstructionsList *> AsyncEvent::GetAllActionsVectors() const {
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vector<const gd::InstructionsList *> allActions;
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allActions.push_back(&actions);
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return allActions;
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}
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vector<gd::InstructionsList *> AsyncEvent::GetAllActionsVectors() {
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vector<gd::InstructionsList *> allActions;
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allActions.push_back(&actions);
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return allActions;
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}
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} // namespace gd
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