using System.Collections; using System.Collections.Generic; using UnityEngine; using QFramework; using System; using QFramework.Example; public class BtnsAction : 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 BtnsAction(), null, 10); string btnStr = string.Empty; public static BtnsAction Allocate(string btnStr, System.Action onDelayFinish = null) { var retNode = mPool.Allocate(); retNode.ActionID = ActionKit.ID_GENERATOR++; retNode.Deinited = false; retNode.Reset(); retNode.btnStr = btnStr; return retNode; } public void Deinit() { if (!Deinited) { Deinited = true; mPool.Recycle(this); } } public void OnExecute(float dt) { } public void OnFinish() { } public void OnStart() { UIBtnsData data = new UIBtnsData(); var btns = btnStr.Split(','); foreach (var item in btns) { data.btns.Add(item); } UIKit.OpenPanelAsync(uiData: data).ToAction().StartGlobal(() => this.Finish()); } public void Reset() { Status = ActionStatus.NotStart; Paused = false; } }