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 mPool = new SimpleObjectPool(() => new AnimationAction(), null, 10); string path; string animName; Animation anim; string frame; string speed; public static AnimationAction Allocate(string path, Dictionary 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(); if (string.IsNullOrEmpty(frame) == false && frame != "-1") { int curFrame = 0; int.TryParse(frame, out curFrame); 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} 播放动画 {animName} 出错"); } } else { Debug.LogError("未找到路径:" + 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; } } }