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 DestroyAction : 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 DestroyAction(), null, 10); string path; public static DestroyAction Allocate(string path, System.Action onDelayFinish = null) { var retNode = mPool.Allocate(); retNode.ActionID = ActionKit.ID_GENERATOR++; retNode.Deinited = false; retNode.Reset(); 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); if (obj == null) { Debug.LogError("没有找到物体 :" + path); } else { GameObject.Destroy(obj); } this.Finish(); } public void Reset() { Status = ActionStatus.NotStart; Paused = false; } }