2024-12-14 18:27:59 +08:00
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using System;
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using UnityEngine;
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namespace QFramework
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{
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internal class AnimationAction : IAction
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{
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public System.Action OnFinished { get; set; }
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private AnimationAction()
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{
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}
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private static readonly SimpleObjectPool<AnimationAction> mPool =
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new SimpleObjectPool<AnimationAction>(() => new AnimationAction(), null, 10);
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string path;
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string animName;
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2024-12-18 11:17:08 +08:00
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bool reset = false;
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2024-12-14 18:27:59 +08:00
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Animation anim;
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2024-12-18 11:17:08 +08:00
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public static AnimationAction Allocate(string path, string animName, string reset, System.Action OnFinished = null)
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2024-12-14 18:27:59 +08:00
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{
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var retNode = mPool.Allocate();
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retNode.ActionID = ActionKit.ID_GENERATOR++;
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retNode.Deinited = false;
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2024-12-18 11:17:08 +08:00
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retNode.Reset();
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2024-12-14 18:27:59 +08:00
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retNode.path = path;
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retNode.animName = animName;
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2024-12-18 11:17:08 +08:00
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bool.TryParse(reset, out retNode.reset);
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2024-12-14 18:27:59 +08:00
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retNode.OnFinished = OnFinished;
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return retNode;
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}
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public ulong ActionID { get; set; }
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public ActionStatus Status { get; set; }
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public void OnStart()
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{
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GameObject obj = Utility.FindObj(path);
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if (obj != null)
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{
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anim = obj.GetComponent<Animation>();
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anim.Play(animName);
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2024-12-18 11:17:08 +08:00
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if (reset)
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{
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2024-12-27 17:25:30 +08:00
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ActionKit.DelayFrame(1, () => anim.Stop()).StartGlobal();
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2024-12-18 11:17:08 +08:00
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}
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2024-12-14 18:27:59 +08:00
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}
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else
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{
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this.Finish();
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}
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}
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public void OnExecute(float dt)
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{
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if (anim != null && anim.isPlaying == false)
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{
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this.Finish();
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}
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}
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public void OnFinish()
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{
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}
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public void Reset()
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{
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Status = ActionStatus.NotStart;
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Paused = false;
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}
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public bool Paused { get; set; }
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public void Deinit()
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{
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if (!Deinited)
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{
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OnFinished = null;
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Deinited = true;
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mPool.Recycle(this);
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}
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}
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public bool Deinited { get; set; }
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}
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}
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