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2024-12-14 18:27:59 +08:00
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using QFramework;
using System;
using QFramework.Example;
using DG.Tweening;
public class RotateAction : 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<RotateAction> mPool =
new SimpleObjectPool<RotateAction>(() => new RotateAction(), null, 10);
Vector3 rot;
float time;
string path;
public static RotateAction Allocate(string path , Vector3 rot, float time, System.Action onDelayFinish = null)
{
var retNode = mPool.Allocate();
retNode.ActionID = ActionKit.ID_GENERATOR++;
retNode.Deinited = false;
retNode.Reset();
retNode.rot = rot;
retNode.time = time;
retNode.path = path;
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 = Utility.FindObj(path);
obj.transform.DORotate(rot, time).onComplete = () => this.Finish(); ;
}
public void Reset()
{
Status = ActionStatus.NotStart;
Paused = false;
}
}