VirtualFramework/Assets/Scripts/Actions/AnimationAction.cs
2025-01-02 10:19:41 +08:00

121 lines
3.3 KiB
C#
Raw Blame History

using System;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Rendering.Universal;
namespace QFramework
{
internal class AnimationAction : IAction
{
public System.Action OnFinished { get; set; }
private AnimationAction()
{
}
private static readonly SimpleObjectPool<AnimationAction> mPool =
new SimpleObjectPool<AnimationAction>(() => new AnimationAction(), null, 10);
string path;
string animName;
Animation anim;
string frame;
string speed;
public static AnimationAction Allocate(string path, Dictionary<string, string> datas, System.Action OnFinished = null)
{
var retNode = mPool.Allocate();
retNode.ActionID = ActionKit.ID_GENERATOR++;
retNode.Deinited = false;
retNode.Reset();
retNode.path = path;
retNode.animName = datas.ContainsKey("animName") ? datas["animName"] : "";
retNode.frame = datas.ContainsKey("frame") ? datas["frame"] : "";
retNode.speed = datas.ContainsKey("speed") ? datas["speed"] : "";
retNode.OnFinished = OnFinished;
return retNode;
}
public ulong ActionID { get; set; }
public ActionStatus Status { get; set; }
public void OnStart()
{
GameObject obj = Utility.FindObj(path);
if (obj != null)
{
try
{
anim = obj.GetComponent<Animation>();
if (string.IsNullOrEmpty(frame) == false && frame != "-1")
{
int curFrame = 0;
int.TryParse(frame, out curFrame);
anim.clip = anim[animName].clip;
anim[animName].time = curFrame / anim.clip.frameRate;
anim[animName].speed = 0;
anim.Play(animName);
this.Finish();
}
else
{
float curSpeed = 1;
if (string.IsNullOrEmpty(speed) == false)
{
float.TryParse(speed, out curSpeed);
}
anim[animName].speed = curSpeed;
anim.Play(animName);
}
}
catch (Exception)
{
Debug.LogError($"{path} <20><><EFBFBD>Ŷ<EFBFBD><C5B6><EFBFBD> {animName} <20><><EFBFBD><EFBFBD>");
}
}
else
{
Debug.LogError(<>ҵ<EFBFBD>·<EFBFBD><C2B7><EFBFBD><EFBFBD>" + path);
this.Finish();
}
}
public void OnExecute(float dt)
{
if (anim != null && anim.isPlaying == false)
{
this.Finish();
}
}
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; }
}
}