VirtualFramework/Assets/Scripts/Actions/LockCameraAction.cs

74 lines
1.7 KiB
C#
Raw Normal View History

2024-12-17 14:26:40 +08:00
using System;
using UnityEngine;
namespace QFramework
{
internal class LockCameraAction : IAction
{
public System.Action OnFinished { get; set; }
private LockCameraAction()
{
}
private static readonly SimpleObjectPool<LockCameraAction> mPool =
new SimpleObjectPool<LockCameraAction>(() => new LockCameraAction(), null, 10);
string isLock;
public static LockCameraAction Allocate(string isLock, System.Action OnFinished = null)
{
var retNode = mPool.Allocate();
retNode.ActionID = ActionKit.ID_GENERATOR++;
retNode.Deinited = false;
retNode.Reset();
retNode.isLock = isLock;
retNode.OnFinished = OnFinished;
return retNode;
}
public ulong ActionID { get; set; }
public ActionStatus Status { get; set; }
public void OnStart()
{
bool cameraLock = false;
bool.TryParse(isLock, out cameraLock);
FreeCameraController.instance.SetLock(cameraLock);
}
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)
{
OnFinished = null;
Deinited = true;
mPool.Recycle(this);
}
}
public bool Deinited { get; set; }
}
}