VirtualFramework/Assets/Scripts/Actions/NextOperationAction.cs

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using System;
using UnityEngine;
namespace QFramework
{
internal class NextOperationAction : IAction
{
public System.Action OnFinished { get; set; }
private NextOperationAction()
{
}
private static readonly SimpleObjectPool<NextOperationAction> mPool =
new SimpleObjectPool<NextOperationAction>(() => new NextOperationAction(), null, 10);
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public static NextOperationAction Allocate(System.Action OnFinished = null)
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{
var retNode = mPool.Allocate();
retNode.ActionID = ActionKit.ID_GENERATOR++;
retNode.Deinited = false;
retNode.Reset();
retNode.OnFinished = OnFinished;
return retNode;
}
public ulong ActionID { get; set; }
public ActionStatus Status { get; set; }
public void OnStart()
{
}
public void OnExecute(float dt)
{
this.Finish();
OnFinished?.Invoke();
}
public void OnFinish()
{
}
public void Reset()
{
Status = ActionStatus.NotStart;
Paused = false;
}
public bool Paused { get; set; }
public void Deinit()
{
if (!Deinited)
{
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if (Status != ActionStatus.NotStart)
{
TypeEventSystem.Global.Send<OperationController.OnNextStep>();
}
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OnFinished = null;
Deinited = true;
mPool.Recycle(this);
}
}
public bool Deinited { get; set; }
}
}