using QFramework.Example; using System; using System.Collections.Generic; using System.Runtime.CompilerServices; using UnityEngine; namespace QFramework { internal class InputAction : IAction { public System.Action OnFinished { get; set; } private InputAction() { } private static readonly SimpleObjectPool mPool = new SimpleObjectPool(() => new InputAction(), null, 10); UIInputData data; public static InputAction Allocate(UIInputData data, System.Action OnFinished = null) { var retNode = mPool.Allocate(); retNode.ActionID = ActionKit.ID_GENERATOR++; retNode.Deinited = false; retNode.Reset(); retNode.OnFinished = OnFinished; retNode.data = data; return retNode; } public ulong ActionID { get; set; } public ActionStatus Status { get; set; } public void OnStart() { UIKit.OpenPanelAsync(canvasLevel: UILevel.PopUI, uiData: data).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) { data = null; OnFinished = null; Deinited = true; mPool.Recycle(this); } } public bool Deinited { get; set; } } }