using System.Collections; using System.Collections.Generic; using UnityEngine; using QFramework; using System; using QFramework.Example; using DG.Tweening; using System.ComponentModel.Design; public class ShowAction : 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 ShowAction(), null, 10); string path; bool isShow = true; bool isDevice = false; public static ShowAction Allocate(string path, string isShow, string isDevice, System.Action onDelayFinish = null) { var retNode = mPool.Allocate(); retNode.ActionID = ActionKit.ID_GENERATOR++; retNode.Deinited = false; retNode.Reset(); retNode.path = path; bool.TryParse(isShow, out retNode.isShow); bool.TryParse(isDevice, out retNode.isDevice); 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 = null; if (isDevice) { obj = DeviceController.Instance.GetDeviceObj(path); } else { obj = Utility.FindObj(path); } if (obj == null) { Debug.LogError("没有找到物体 :" + path); } else { obj.SetActive(isShow); } this.Finish(); } public void Reset() { Status = ActionStatus.NotStart; Paused = false; } }