示例#1
0
        protected virtual void TryComplete(UnityEngine.Object _target, ActionItem item)
        {
            if (target.Statu != ExecuteStatu.Executing)
            {
                return;                                        //没有执行
            }
            if (!item.OperateAble)
            {
                return;                   //目标无法点击
            }
            if (actionItem != null)
            {
                return;
            }

            actionItem = item as ActionItem;
            item.RecordPlayer(target);
            item.SetInActive(target);
        }
示例#2
0
        protected virtual void TryComplete(UnityEngine.Object context, ActionItem actionItem)
        {
            if (context != target)
            {
                if (log)
                {
                    Debug.Log("目标不一至");
                }
                return;
            }
            if (target.Statu != ExecuteStatu.Executing)
            {
                if (log)
                {
                    Debug.Log("没有执行");
                }
                return;
            }
            if (!actionItem.OperateAble && !actionItem.HavePlayer(target))
            {
                if (log)
                {
                    Debug.Log("目标无法操作");
                }
                return;
            }
            if (currents.Count >= itemList.Count)
            {
                if (log)
                {
                    Debug.Log("超过需要");
                }
                return;
            }


            if (itemList[currents.Count] == actionItem.Name)
            {
                if (log)
                {
                    Debug.Log("regist:" + actionItem);
                }
                currents.Add(actionItem);
                actionItem.RecordPlayer(target);
                InActiveElements(actionItem.Name);
            }

            if (currents.Count >= itemList.Count)
            {
                finalGroup = currents.ToArray();
                OnEndExecute(false);
            }
            else
            {
                ActiveElements();

                if (autoExecute)
                {
                    AutoComplete(currents.Count);
                }
            }
        }