107 lines
2.8 KiB
C#
107 lines
2.8 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using QFramework;
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using System;
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using QFramework.Example;
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using DG.Tweening;
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using System.ComponentModel.Design;
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public class ShowAction : IAction
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{
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public ulong ActionID { get; set; }
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public bool Deinited { get; set; }
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public bool Paused { get; set; }
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public ActionStatus Status { get; set; }
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private static readonly SimpleObjectPool<ShowAction> mPool =
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new SimpleObjectPool<ShowAction>(() => new ShowAction(), null, 10);
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string path;
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string isShow = string.Empty;
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string deviceName = string.Empty;
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string isDevice = string.Empty;
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string isRoot = string.Empty;
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public static ShowAction Allocate(string path, Dictionary<string, string> datas, System.Action onDelayFinish = null)
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{
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var retNode = mPool.Allocate();
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retNode.ActionID = ActionKit.ID_GENERATOR++;
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retNode.Deinited = false;
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retNode.Reset();
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retNode.path = path;
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retNode.isShow = datas.ContainsKey("isShow") ? datas["isShow"] : string.Empty;
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retNode.deviceName = datas.ContainsKey("deviceName") ? datas["deviceName"] : string.Empty;
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retNode.isDevice = datas.ContainsKey("isDevice") ? datas["isDevice"] : string.Empty;
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retNode.isRoot = datas.ContainsKey("isRoot") ? datas["isRoot"] : null;
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return retNode;
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}
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public void Deinit()
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{
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if (!Deinited)
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{
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Deinited = true;
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mPool.Recycle(this);
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}
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}
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public void OnExecute(float dt)
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{
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}
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public void OnFinish()
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{
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}
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public void OnStart()
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{
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GameObject obj = null;
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if (string.IsNullOrEmpty(deviceName) == false)
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{
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obj = DeviceController.Instance.GetDeviceObj(deviceName);
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}
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else
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{
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if (string.IsNullOrEmpty(isDevice) == false && isDevice == "true")
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{
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obj = DeviceController.Instance.GetDeviceObj(path);
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}
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else
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{
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obj = Utility.FindObj(path);
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}
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}
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if (obj == null)
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{
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Debug.LogError($"û<><C3BB><EFBFBD>ҵ<EFBFBD><D2B5><EFBFBD><EFBFBD><EFBFBD> path:{path} deviceName:{deviceName}");
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}
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else
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{
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bool isActive = true;
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bool.TryParse(isShow, out isActive);
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if (string.IsNullOrEmpty(isRoot))
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{
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obj.SetActive(isActive);
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}
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else if (isRoot == "true")
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{
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for (int i = 0; i < obj.transform.childCount; i++)
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{
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obj.transform.GetChild(i).gameObject.SetActive(isActive);
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}
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}
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}
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this.Finish();
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}
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public void Reset()
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{
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Status = ActionStatus.NotStart;
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Paused = false;
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}
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}
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