2024-12-31 17:06:00 +08:00

77 lines
1.7 KiB
C#

using System;
using System.Runtime.CompilerServices;
using UnityEngine;
namespace QFramework
{
internal class StrEventAction : IAction
{
public string txt;
public System.Action OnFinished { get; set; }
private StrEventAction()
{
}
private static readonly SimpleObjectPool<StrEventAction> mPool =
new SimpleObjectPool<StrEventAction>(() => new StrEventAction(), null, 10);
string key = string.Empty;
string arg = string.Empty;
public static StrEventAction Allocate(string key, string arg, System.Action OnFinished = null)
{
var retNode = mPool.Allocate();
retNode.ActionID = ActionKit.ID_GENERATOR++;
retNode.Deinited = false;
retNode.Reset();
retNode.OnFinished = OnFinished;
retNode.key = key;
retNode.arg = arg;
return retNode;
}
public ulong ActionID { get; set; }
public ActionStatus Status { get; set; }
public void OnStart()
{
StringEventSystem.Global.Send(key, arg.Split(","));
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; }
}
}