VirtualFramework/Assets/Scripts/Actions/HighLightAction.cs

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2024-12-18 13:16:36 +08:00
using HighlightPlus;
using System;
using Unity.VisualScripting;
using UnityEditor;
using UnityEngine;
namespace QFramework
{
internal class HighLightAction : IAction
{
public System.Action OnFinished { get; set; }
private HighLightAction()
{
}
private static readonly SimpleObjectPool<HighLightAction> mPool =
new SimpleObjectPool<HighLightAction>(() => new HighLightAction(), null, 10);
string path;
Color color = Color.green;
bool isHigh = true;
public static HighLightAction Allocate(string path, string isHigh, string color, System.Action OnFinished = null)
{
var retNode = mPool.Allocate();
retNode.ActionID = ActionKit.ID_GENERATOR++;
retNode.Deinited = false;
retNode.Reset();
retNode.path = path;
if (string.IsNullOrEmpty(color) == false)
{
retNode.color = Utility.ToColor(color);
}
bool.TryParse(isHigh, out retNode.isHigh);
retNode.OnFinished = OnFinished;
return retNode;
}
public ulong ActionID { get; set; }
public ActionStatus Status { get; set; }
public void OnStart()
{
GameObject obj = Utility.FindObj(path);
if (obj != null)
{
if (isHigh)
{
var effect = obj.GetOrAddComponent<HighlightEffect>();
effect.outlineColor = color;
effect.highlighted = true;
}
else
{
var effect = obj.GetComponent<HighlightEffect>();
if (effect)
{
effect.highlighted = false;
}
}
}
}
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; }
}
}