2024-12-14 18:27:59 +08:00

83 lines
2.3 KiB
C#

using System;
using UnityEngine;
using UnityEngine.EventSystems;
namespace QFramework
{
public class UIClickCondition : ICondition
{
private Func<bool> mCondition;
private static SimpleObjectPool<UIClickCondition> mSimpleObjectPool =
new SimpleObjectPool<UIClickCondition>(() => new UIClickCondition(), null, 10);
private UIClickCondition() { }
public GameObject obj = null;
string uiPath = string.Empty;
public static UIClickCondition Allocate(string uiPath)
{
var conditionAction = mSimpleObjectPool.Allocate();
conditionAction.ActionID = ActionKit.ID_GENERATOR++;
conditionAction.Deinited = false;
conditionAction.Reset();
conditionAction.mCondition = conditionAction.Check;
conditionAction.uiPath = uiPath;
return conditionAction;
}
public bool Check()
{
if (obj == null)
{
obj = Utility.FindObj(uiPath);
}
if (obj != null && Input.GetMouseButtonUp(0) && EventSystem.current.IsPointerOverGameObject())
{
return obj == EventSystem.current.currentSelectedGameObject;
}
return false;
}
public bool Paused { get; set; }
public bool Deinited { get; set; }
public ulong ActionID { get; set; }
public ActionStatus Status { get; set; }
public void OnStart()
{
}
public void OnExecute(float dt)
{
if (Check())
{
this.Finish();
}
}
public void OnFinish()
{
}
public void Deinit()
{
if (!Deinited)
{
Deinited = true;
mCondition = null;
mSimpleObjectPool.Recycle(this);
}
}
public void Reset()
{
Paused = false;
Status = ActionStatus.NotStart;
}
}
public static class UIClickConditionExtension
{
public static ISequence UIClickCondition(this ISequence self, string uipath)
{
return self.Append(QFramework.UIClickCondition.Allocate(uipath));
}
}
}