63 lines
1.3 KiB
C#
63 lines
1.3 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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public class SetScoreAction : 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<SetScoreAction> mPool =
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new SimpleObjectPool<SetScoreAction>(() => new SetScoreAction(), null, 10);
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string key;
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float value;
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public static SetScoreAction Allocate(string key, string value, 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.key = key;
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float.TryParse(value, out retNode.value);
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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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ScoreController.Instance.Add(key, value);
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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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