using System; using System.IO; using UnityEngine; using UnityEngine.EventSystems; namespace QFramework { public class ObjClickCondition : ICondition { private static SimpleObjectPool mSimpleObjectPool = new SimpleObjectPool(() => new ObjClickCondition(), null, 10); private ObjClickCondition() { } public GameObject obj = null; string path; public static ObjClickCondition Allocate(string path) { var conditionAction = mSimpleObjectPool.Allocate(); conditionAction.ActionID = ActionKit.ID_GENERATOR++; conditionAction.Deinited = false; conditionAction.Reset(); conditionAction.path = path; return conditionAction; } public bool Check() { if (obj == null) { obj = Utility.FindObj(path); } if (obj != null && Input.GetMouseButtonUp(0)) { Vector3 mousePos = Input.mousePosition; Ray ray = Camera.main.ScreenPointToRay(mousePos); RaycastHit hit; if (Physics.Raycast(ray, out hit)) { return obj == hit.collider.gameObject; } } return false; } public bool Paused { get; set; } public bool Deinited { get; set; } public ulong ActionID { get; set; } public ActionStatus Status { get; set; } public void OnStart() { } public void OnExecute(float dt) { if (Check()) { this.Finish(); } } public void OnFinish() { } public void Deinit() { if (!Deinited) { Deinited = true; obj = null; path = null; mSimpleObjectPool.Recycle(this); } } public void Reset() { Paused = false; Status = ActionStatus.NotStart; } } public static class ObjClickConditionExtension { public static ISequence ObjClickCondition(this ISequence self, string uipath) { return self.Append(QFramework.ObjClickCondition.Allocate(uipath)); } } }