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C#
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2025-01-06 19:29:04 +08:00
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using QFramework;
using System;
using UnityEngine.Playables;
public class TimeLineAction : 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<TimeLineAction> mPool =
new SimpleObjectPool<TimeLineAction>(() => new TimeLineAction(), null, 10);
string path;
string isShow = string.Empty;
string deviceName = string.Empty;
string finishedEvent = string.Empty;
string isWait = "true";
GameObject obj = null;
public static TimeLineAction Allocate(string path, Dictionary<string, string> datas, System.Action onDelayFinish = null)
{
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.finishedEvent = datas.ContainsKey("finishedEvent") ? datas["finishedEvent"] : string.Empty;
retNode.isWait = datas.ContainsKey("isWait") ? datas["isWait"] : "true";
return retNode;
}
public void Deinit()
{
if (!Deinited)
{
Deinited = true;
mPool.Recycle(this);
}
}
public void OnExecute(float dt)
{
if (obj.GetComponent<PlayableDirector>().state != PlayState.Playing)
{
Finished();
}
}
public void OnFinish()
{
}
public void OnStart()
{
if (string.IsNullOrEmpty(deviceName) == false)
{
obj = DeviceController.Instance.GetDeviceObj(deviceName);
}
else
{
obj = Utility.FindObj(path);
}
if (obj == null)
{
Debug.LogError(<><C3BB><EFBFBD>ҵ<EFBFBD><D2B5><EFBFBD><EFBFBD><EFBFBD> :" + path);
}
else
{
bool isActive = true;
bool.TryParse(isShow, out isActive);
if (isActive)
{
obj.GetComponent<PlayableDirector>().Play();
bool iswait = true;
bool.TryParse(isWait, out iswait);
if (iswait == false)
{
Finished();
}
}
else
{
obj.GetComponent<PlayableDirector>().Stop();
}
}
}
public void Finished()
{
this.Finish();
if (string.IsNullOrEmpty(finishedEvent) == false)
{
StringEventSystem.Global.Send(finishedEvent);
}
}
public void Reset()
{
Status = ActionStatus.NotStart;
Paused = false;
}
}