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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using QFramework;
using System;
using QFramework.Example;
using DG.Tweening;
using System.ComponentModel.Design;
public class ShowAction : IAction
{
public ulong ActionID { get; set; }
public bool Deinited { get; set; }
public bool Paused { get; set; }
public ActionStatus Status { get; set; }
private static readonly SimpleObjectPool<ShowAction> mPool =
new SimpleObjectPool<ShowAction>(() => new ShowAction(), null, 10);
string path;
string isShow = string.Empty;
string deviceName = string.Empty;
string isDevice = string.Empty;
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string isRoot = string.Empty;
public static ShowAction Allocate(string path, Dictionary<string, string> datas, System.Action onDelayFinish = null)
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{
var retNode = mPool.Allocate();
retNode.ActionID = ActionKit.ID_GENERATOR++;
retNode.Deinited = false;
retNode.Reset();
retNode.path = path;
retNode.isShow = datas.ContainsKey("isShow") ? datas["isShow"] : string.Empty;
retNode.deviceName = datas.ContainsKey("deviceName") ? datas["deviceName"] : string.Empty;
retNode.isDevice = datas.ContainsKey("isDevice") ? datas["isDevice"] : string.Empty;
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retNode.isRoot = datas.ContainsKey("isRoot") ? datas["isRoot"] : null;
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return retNode;
}
public void Deinit()
{
if (!Deinited)
{
Deinited = true;
mPool.Recycle(this);
}
}
public void OnExecute(float dt)
{
}
public void OnFinish()
{
}
public void OnStart()
{
GameObject obj = null;
if (string.IsNullOrEmpty(deviceName) == false)
{
obj = DeviceController.Instance.GetDeviceObj(deviceName);
}
else
{
if (string.IsNullOrEmpty(isDevice) == false && isDevice == "true")
{
obj = DeviceController.Instance.GetDeviceObj(path);
}
else
{
obj = Utility.FindObj(path);
}
}
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if (obj == null)
{
Debug.LogError($"û<><C3BB><EFBFBD>ҵ<EFBFBD><D2B5><EFBFBD><EFBFBD><EFBFBD> path:{path} deviceName:{deviceName}");
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}
else
{
bool isActive = true;
bool.TryParse(isShow, out isActive);
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if (string.IsNullOrEmpty(isRoot))
{
obj.SetActive(isActive);
}
else if (isRoot == "true")
{
for (int i = 0; i < obj.transform.childCount; i++)
{
obj.transform.GetChild(i).gameObject.SetActive(isActive);
}
}
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}
this.Finish();
}
public void Reset()
{
Status = ActionStatus.NotStart;
Paused = false;
}
}