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 mPool = new SimpleObjectPool(() => 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; } } }