Files
2025-05-28 15:58:50 +08:00

107 lines
2.8 KiB
C#

using System;
using System.Diagnostics;
using Debug = UnityEngine.Debug;
namespace AibisDream.Kit
{
internal class Delay : IAction
{
public float delayTime;
public Func<float> delayTimeFactory;
public Action OnDelayFinish { get; set; }
public float CurrentSeconds { get; set; }
private Delay()
{
}
private static readonly SimpleObjectPool<Delay> Pool = new(() => new Delay(), null, 10);
public static Delay Allocate(float delayTime, Action onDelayFinish = null)
{
var retNode = Pool.Allocate();
retNode.ActionID = ActionKit.IDGenerator++;
retNode.IsFinalized = false;
retNode.Reset();
retNode.delayTime = delayTime;
retNode.OnDelayFinish = onDelayFinish;
retNode.CurrentSeconds = 0.0f;
return retNode;
}
public static Delay Allocate(Func<float> delayTimeFactory, Action onDelayFinish = null)
{
var retNode = Pool.Allocate();
retNode.IsFinalized = false;
retNode.Reset();
retNode.delayTimeFactory = delayTimeFactory;
retNode.OnDelayFinish = onDelayFinish;
retNode.CurrentSeconds = 0.0f;
return retNode;
}
public ulong ActionID { get; set; }
public ActionStatus Status { get; set; }
public void OnStart()
{
if (delayTimeFactory != null)
{
delayTime = delayTimeFactory();
}
}
public void OnExecute(float dt)
{
if (CurrentSeconds >= delayTime)
{
this.Finish();
OnDelayFinish?.Invoke();
}
CurrentSeconds += dt;
}
public void OnFinish()
{
}
public void Reset()
{
Status = ActionStatus.NotStart;
Paused = false;
CurrentSeconds = 0.0f;
}
public bool Paused { get; set; }
public void Deinit()
{
if (!IsFinalized)
{
OnDelayFinish = null;
IsFinalized = true;
ActionKitMonoBehaviourEvents.AddCallback(new ActionQueueRecycleCallback<Delay>(Pool, this));
}
}
public bool IsFinalized { get; set; }
}
public static class DelayExtension
{
public static ISequence Delay(this ISequence self, float seconds, Action onDelayFinish = null)
{
return self.Append(Kit.Delay.Allocate(seconds, onDelayFinish));
}
public static ISequence Delay(this ISequence self, Func<float> delayTimeFactory, Action onDelayFinish = null)
{
return self.Append(Kit.Delay.Allocate(delayTimeFactory, onDelayFinish));
}
}
}