using System.Collections; using System.Collections.Generic; using UnityEngine; using QFramework; using System; using QFramework.Example; using DG.Tweening; using System.ComponentModel.Design; public class SkinnedBakeAction : IAction { public ulong ActionID { get; set; } public bool Deinited { get; set; } public bool Paused { get; set; } public ActionStatus Status { get; set; } private static readonly SimpleObjectPool mPool = new SimpleObjectPool(() => new SkinnedBakeAction(), null, 10); string path; string deviceName; public static SkinnedBakeAction Allocate(string path, Dictionary datas, System.Action onDelayFinish = null) { var retNode = mPool.Allocate(); retNode.ActionID = ActionKit.ID_GENERATOR++; retNode.Deinited = false; retNode.Reset(); retNode.path = path; retNode.deviceName = datas.ContainsKey("deviceName") ? datas["deviceName"] : string.Empty; return retNode; } public void Deinit() { if (!Deinited) { Deinited = true; mPool.Recycle(this); } } public void OnExecute(float dt) { } public void OnFinish() { } public void OnStart() { GameObject obj = null; if (string.IsNullOrEmpty(deviceName) == false) { obj = DeviceController.Instance.GetDeviceObj(deviceName); } else { obj = Utility.FindObj(path); } if (obj == null) { Debug.LogError("没有找到物体 :" + path); } else { Mesh mesh = new Mesh(); obj.GetComponent().BakeMesh(mesh); obj.GetComponent().sharedMesh = mesh; } this.Finish(); } public void Reset() { Status = ActionStatus.NotStart; Paused = false; } }