using System; using System.IO; using UnityEngine; using UnityEngine.EventSystems; namespace QFramework { public class InputCondition : ICondition { private static SimpleObjectPool mSimpleObjectPool = new SimpleObjectPool(() => new InputCondition(), null, 10); private InputCondition() { } string key; public static InputCondition Allocate(string key) { var conditionAction = mSimpleObjectPool.Allocate(); conditionAction.ActionID = ActionKit.ID_GENERATOR++; conditionAction.Deinited = false; conditionAction.Reset(); conditionAction.key = key; return conditionAction; } public bool Check() { KeyCode code = Enum.Parse(key); return Input.GetKeyUp(code); } 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; mSimpleObjectPool.Recycle(this); } } public void Reset() { Paused = false; Status = ActionStatus.NotStart; } } public static class InputConditionExtension { public static ISequence InputCondition(this ISequence self, string uipath) { return self.Append(QFramework.InputCondition.Allocate(uipath)); } } }