VirtualFramework/Assets/Scripts/Actions/CameraSwitchAction.cs

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C#
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2024-12-16 15:45:19 +08:00
using QFramework.Example;
using System;
using Unity.VisualScripting;
using UnityEngine;
namespace QFramework
{
internal class CameraSwitchAction : IAction
{
public System.Action OnFinished { get; set; }
private CameraSwitchAction()
{
}
private static readonly SimpleObjectPool<CameraSwitchAction> mPool =
new SimpleObjectPool<CameraSwitchAction>(() => new CameraSwitchAction(), null, 10);
string nearPos;
string nearRot;
string normalPos;
string normalRot;
string isNear;
string nearTime;
string farTime;
public static CameraSwitchAction Allocate(string nearPos, string nearRot, string nearTime, string normalPos, string normalRot, string farTime, string isNear, System.Action OnFinished = null)
{
var retNode = mPool.Allocate();
retNode.ActionID = ActionKit.ID_GENERATOR++;
retNode.Deinited = false;
retNode.Reset();
retNode.OnFinished = OnFinished;
retNode.nearPos = nearPos;
retNode.nearRot = nearRot;
retNode.nearTime = nearTime;
retNode.normalPos = normalPos;
retNode.normalRot = normalRot;
retNode.farTime = farTime;
retNode.isNear = isNear;
return retNode;
}
public ulong ActionID { get; set; }
public ActionStatus Status { get; set; }
public void OnStart()
{
UICameraSwitchData data = new UICameraSwitchData();
data.nearPos = Utility.GetVector3FromStrArray(nearPos);
data.nearRot = Utility.GetVector3FromStrArray(nearRot);
data.normalPos = Utility.GetVector3FromStrArray(normalPos);
data.normalRot = Utility.GetVector3FromStrArray(normalRot);
bool.TryParse(isNear, out data.isNear);
UIKit.OpenPanelAsync<UICameraSwitch>(uiData: data, canvasLevel: UILevel.RightBottom).ToAction().StartGlobal(() => this.Finish());
}
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; }
}
}