using QFramework.Example; using System; using System.Collections.Generic; using UnityEngine; namespace QFramework { internal class CameraSwitchAction : IAction { public System.Action OnFinished { get; set; } private CameraSwitchAction() { } private static readonly SimpleObjectPool mPool = new SimpleObjectPool(() => new CameraSwitchAction(), null, 10); Dictionary datas; public static CameraSwitchAction Allocate(Dictionary dict, System.Action OnFinished = null) { var retNode = mPool.Allocate(); retNode.ActionID = ActionKit.ID_GENERATOR++; retNode.Deinited = false; retNode.Reset(); retNode.OnFinished = OnFinished; retNode.datas = dict; return retNode; } public ulong ActionID { get; set; } public ActionStatus Status { get; set; } public void OnStart() { UICameraSwitchData data = new UICameraSwitchData(); if (datas.ContainsKey("nearDevice")) { GameObject obj = DeviceController.Instance.GetDeviceObj(datas["nearDevice"]); data.nearPos = obj.Position(); data.nearRot = obj.EulerAngles(); } else { data.nearPos = Utility.GetVector3FromStrArray(datas["nearPos"]); data.nearRot = Utility.GetVector3FromStrArray(datas["nearRot"]); } if (datas.ContainsKey("normalDevice")) { GameObject obj = DeviceController.Instance.GetDeviceObj(datas["normalDevice"]); data.normalPos = obj.Position(); data.normalRot = obj.EulerAngles(); } else { data.normalPos = Utility.GetVector3FromStrArray(datas["normalPos"]); data.normalRot = Utility.GetVector3FromStrArray(datas["normalRot"]); } bool.TryParse(datas["isNear"], out data.isNear); float.TryParse(datas["nearTime"], out data.nearTime); float.TryParse(datas["normalTime"], out data.normalTime); UIKit.OpenPanelAsync(uiData: data, canvasLevel: UILevel.RightBottom).ToAction().StartGlobal(() => this.Finish()); } public void OnExecute(float dt) { } 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; } } }