local ChoregraphyActionParent = require "scenes.battlesystem.actors.systems.actions.parent" local GFXAction = ChoregraphyActionParent:extend() function GFXAction:new(controller, args, effectArea) GFXAction.super.new(self, controller, args, effectArea) end function GFXAction:start() local dx = self.args.dx if (self.args.affectedByDirection) then dx = dx * self.actor.direction end local x = self.actor.x local y = self.actor.y local z = 0 self.actor.world.obj.GFX(self.actor.world, x + dx, y + self.args.dy, z, self.args.sprite, self, self.args.blockProcess) if (not self.args.blockProcess) then self:finish() end end function GFXAction:update(dt) end function GFXAction:getSignal(signal) if (signal == "gfxEnded") then self:finish() end end return GFXAction