76 lines
1.9 KiB
C#
76 lines
1.9 KiB
C#
using System;
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using System.IO;
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using UnityEngine;
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using UnityEngine.EventSystems;
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namespace QFramework
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{
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public class VarCondition : ICondition
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{
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private static SimpleObjectPool<VarCondition> mSimpleObjectPool =
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new SimpleObjectPool<VarCondition>(() => new VarCondition(), null, 10);
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private VarCondition() { }
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public GameObject obj = null;
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string key;
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float value;
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public static VarCondition Allocate(string key, string value)
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{
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var conditionAction = mSimpleObjectPool.Allocate();
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conditionAction.ActionID = ActionKit.ID_GENERATOR++;
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conditionAction.Deinited = false;
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conditionAction.Reset();
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conditionAction.key = key;
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float.TryParse(value, out conditionAction.value);
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return conditionAction;
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}
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public bool Check()
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{
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return VarController.Instance.Get(key) == value;
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}
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public bool Paused { get; set; }
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public bool Deinited { get; set; }
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public ulong ActionID { get; set; }
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public ActionStatus Status { get; set; }
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public void OnStart()
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{
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}
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public void OnExecute(float dt)
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{
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if (Check())
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{
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this.Finish();
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}
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}
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public void OnFinish()
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{
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}
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public void Deinit()
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{
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if (!Deinited)
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{
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Deinited = true;
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obj = null;
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mSimpleObjectPool.Recycle(this);
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}
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}
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public void Reset()
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{
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Paused = false;
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Status = ActionStatus.NotStart;
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}
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}
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public static class VarConditionExtension
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{
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public static ISequence VarCondition(this ISequence self, string key,string value)
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{
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return self.Append(QFramework.VarCondition.Allocate(key,value));
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}
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}
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} |