js/SceneKit/SCNActionRunBlock.js
'use strict'
import SCNAction from './SCNAction'
import SCNActionTimingMode from './SCNActionTimingMode'
export default class SCNActionRunBlock extends SCNAction {
static get _propTypes() {
return {
_actions: 'NSArray',
_finished: 'boolean',
_duration: 'float',
_timingMode: 'integer',
_beginTime: 'float',
_isRunning: 'boolean',
_pausedTime: 'float',
name: ['string', null]
}
}
/**
* constructor
* @access public
* @constructor
*/
constructor() {
super()
this._actions = []
this._finished = false
this._duration = 0
this._timingMode = SCNActionTimingMode.linear
this._beginTime = 0
this._isRunning = false
this._pausedTime = 0
}
/**
* @access public
* @returns {SCNActionFade} -
*/
copy() {
const action = super.copy()
action._block = this._block
return action
}
/**
* Creates an action that executes a block.
* @access public
* @param {function(arg1: SCNNode): void} block - The block to run. The block takes a single parameter:nodeThe node on which the action is running.
* @returns {SCNAction} -
* @desc When the action executes, SceneKit calls the block. This action takes place instantaneously.This action is not reversible; the reverse action executes the same block.
* @see https://developer.apple.com/documentation/scenekit/scnaction/1523637-run
*/
static run(block) {
const action = new SCNActionRunBlock()
action._block = block
return action
}
/**
* apply action to the given node.
* @access private
* @param {Object} obj - target object to apply this action.
* @param {number} time - active time
* @param {boolean} [needTimeConversion = true] -
* @returns {void}
*/
_applyAction(obj, time, needTimeConversion = true) {
this._block(obj)
this._finished = true
}
}
SCNAction.run = SCNActionRunBlock.run