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2024-12-14 18:27:59 +08:00
using System;
using System.IO;
using UnityEngine;
using UnityEngine.EventSystems;
namespace QFramework
{
public class InputCondition : ICondition
{
private static SimpleObjectPool<InputCondition> mSimpleObjectPool =
new SimpleObjectPool<InputCondition>(() => new InputCondition(), null, 10);
private InputCondition() { }
string key;
public static InputCondition Allocate(string key)
{
var conditionAction = mSimpleObjectPool.Allocate();
conditionAction.ActionID = ActionKit.ID_GENERATOR++;
conditionAction.Deinited = false;
conditionAction.Reset();
conditionAction.key = key;
return conditionAction;
}
public bool Check()
{
KeyCode code = Enum.Parse<KeyCode>(key);
return Input.GetKeyUp(code);
}
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)
{
if (Check())
{
this.Finish();
}
}
public void OnFinish()
{
}
public void Deinit()
{
if (!Deinited)
{
Deinited = true;
mSimpleObjectPool.Recycle(this);
}
}
public void Reset()
{
Paused = false;
Status = ActionStatus.NotStart;
}
}
public static class InputConditionExtension
{
public static ISequence InputCondition(this ISequence self, string uipath)
{
return self.Append(QFramework.InputCondition.Allocate(uipath));
}
}
}