using HighlightPlus; using System; using UnityEditor; using UnityEngine; namespace QFramework { internal class HighLightAction : IAction { public System.Action OnFinished { get; set; } private HighLightAction() { } private static readonly SimpleObjectPool mPool = new SimpleObjectPool(() => new HighLightAction(), null, 10); string path; Color color = Color.green; bool isHigh = true; public static HighLightAction Allocate(string path, string isHigh, string color, System.Action OnFinished = null) { var retNode = mPool.Allocate(); retNode.ActionID = ActionKit.ID_GENERATOR++; retNode.Deinited = false; retNode.Reset(); retNode.path = path; if (string.IsNullOrEmpty(color) == false) { retNode.color = Utility.ToColor(color); } bool.TryParse(isHigh, out retNode.isHigh); 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) { if (isHigh) { var effect = obj.GetOrAddComponent(); effect.outlineColor = color; effect.highlighted = true; } else { var effect = obj.GetComponent(); if (effect) { effect.highlighted = false; } } } } public void OnExecute(float dt) { this.Finish(); OnFinished?.Invoke(); } 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; } } }