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 mPool = new SimpleObjectPool(() => 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; } }