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using System;
using UnityEngine;
namespace QFramework
{
internal class LedAction : IAction
{
public System.Action OnFinished { get; set; }
private LedAction()
{
}
private static readonly SimpleObjectPool<LedAction> mPool =
new SimpleObjectPool<LedAction>(() => new LedAction(), null, 10);
public string path;
public string number;
public string color;
public static LedAction Allocate(string path, string number, string color, System.Action OnFinished = null)
{
var retNode = mPool.Allocate();
retNode.ActionID = ActionKit.ID_GENERATOR++;
retNode.Deinited = false;
retNode.Reset();
retNode.number = number;
retNode.path = path;
retNode.color = color;
retNode.OnFinished = OnFinished;
return retNode;
}
public ulong ActionID { get; set; }
public ActionStatus Status { get; set; }
public void OnStart()
{
Transform root = Utility.FindObj(path)?.transform;
Color color = Utility.ToColor(this.color);
int count = number.Length;
if (number.Contains('.'))
{
count -= 1;
}
bool isPoint = false;
for (int j = 0, i = number.Length - 1; i >= 0; i--)
{
if (j > count)
{
break;
}
Transform obj = root.GetChild(j);
var mat = obj.GetComponent<MeshRenderer>().material;
//"99.99"
char item = number[i];
if (item == '.')
{
isPoint = true;
continue;
}
else
{
j += 1;
if (isPoint)
{
mat.mainTexture = Resources.Load($"Number/{item}.").As<Texture2D>();
obj.name = item+".";
isPoint = false;
}
else
{
mat.mainTexture = Resources.Load($"Number/{item}").As<Texture2D>();
obj.name = item.ToString();
}
}
mat.color = color;
}
for (int i = root.childCount - 1; i >= 0; i--)
{
if (i >= count)
{
Transform obj = root.GetChild(i);
var mat = obj.GetComponent<MeshRenderer>().material;
mat.mainTexture = Resources.Load($"Number/Mask").As<Texture2D>();
}
}
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this.Finish();
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}
public void OnExecute(float dt)
{
}
public void OnFinish()
{
}
public void Reset()
{
Status = ActionStatus.NotStart;
Paused = false;
}
public bool Paused { get; set; }
public void Deinit()
{
if (!Deinited)
{
OnFinished = null;
Deinited = true;
mPool.Recycle(this);
}
}
public bool Deinited { get; set; }
}
}