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C#
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2024-12-14 18:27:59 +08:00
using System;
using System.Collections.Generic;
using UnityEngine;
namespace QFramework
{
public interface IAnyAction : ISequence
{
}
internal class AnyAction : IAnyAction
{
private AnyAction(){}
private static SimpleObjectPool<AnyAction> mSimpleObjectPool =
new SimpleObjectPool<AnyAction>(() => new AnyAction(), null, 5);
private List<IAction> mActions = ListPool<IAction>.Get();
private int mFinishedCount = 0;
public static AnyAction Allocate()
{
var AnyAction = mSimpleObjectPool.Allocate();
AnyAction.ActionID = ActionKit.ID_GENERATOR++;
AnyAction.Deinited = false;
AnyAction.Reset();
return AnyAction;
}
public bool Paused { get; set; }
public bool Deinited { get; set; }
public ulong ActionID { get; set; }
public ActionStatus Status { get; set; }
public void OnStart()
{
}
public void OnExecute(float dt)
{
for (var i = mFinishedCount; i < mActions.Count; i++)
{
if (!mActions[i].Execute(dt)) continue;
this.Finish();
}
}
public void OnFinish()
{
}
public ISequence Append(IAction action)
{
mActions.Add(action);
return this;
}
public void Deinit()
{
if (!Deinited)
{
Deinited = true;
foreach (var action in mActions)
{
action.Deinit();
}
mActions.Clear();
mSimpleObjectPool.Recycle(this);
}
}
public void Reset()
{
Status = ActionStatus.NotStart;
mFinishedCount = 0;
Paused = false;
foreach (var action in mActions)
{
action.Reset();
}
}
}
public static class AnyActionExtension
{
public static ISequence AnyAction(this ISequence self, Action<ISequence> AnyActionSetting)
{
var AnyAction = QFramework.AnyAction.Allocate();
AnyActionSetting(AnyAction);
return self.Append(AnyAction);
}
}
}