using QFramework.Example; using System; using System.Collections.Generic; using UnityEngine; namespace QFramework { internal class ShowScoreAction : IAction { public System.Action OnFinished { get; set; } private ShowScoreAction() { } private static readonly SimpleObjectPool mPool = new SimpleObjectPool(() => new ShowScoreAction(), null, 10); Dictionary datas; public static ShowScoreAction Allocate(Dictionary datas, System.Action OnFinished = null) { var retNode = mPool.Allocate(); retNode.ActionID = ActionKit.ID_GENERATOR++; retNode.Deinited = false; retNode.Reset(); retNode.datas = datas; retNode.OnFinished = OnFinished; return retNode; } public ulong ActionID { get; set; } public ActionStatus Status { get; set; } public void OnStart() { UIScoreData data = new UIScoreData(); if (datas.ContainsKey("onlyCurModule")) { if (bool.TryParse(datas["onlyCurModule"], out data.onlyCurModule) == false) { data.onlyCurModule = false; } } UIKit.OpenPanelAsync(canvasLevel: UILevel.PopUI, uiData: data).ToAction().StartGlobal(() => this.Finish()); } 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; } } }