using System; using System.Collections.Generic; using UnityEngine; namespace QFramework { internal class OperationChangeAction : IAction { public System.Action OnFinished { get; set; } private OperationChangeAction() { } private static readonly SimpleObjectPool mPool = new SimpleObjectPool(() => new OperationChangeAction(), null, 10); Dictionary datas; public static OperationChangeAction 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() { } public void OnExecute(float dt) { this.Finish(); if (datas.ContainsKey("name")) { //Debug.Log("OperationChangeAction" + "????"); OperationController.Instance.ChangeOperation(datas["name"]); } 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; } } }