hch
2025-09-03 f27e132391f11de7a199d27a32c142f41d002295
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
using System.Collections.Generic;
using System;
using UnityEngine;
 
public class RecordPlayer
{
    protected BattleField battleField;
 
    private Queue<RecordAction> recordActionQueue = new Queue<RecordAction>();
    protected RecordAction currentRecordAction;
 
    private bool isWaitingNextAction = false;
    private float waitTimer = 0f;
    private const float waitInterval = 0.2f;
 
    public void Init(BattleField _battleField)
    {
        battleField = _battleField;
    }
 
    public bool IsPlaying()
    {
        return currentRecordAction != null || recordActionQueue.Count > 0;
    }
 
    public void PlayRecord(RecordAction recordAction)
    {
        BattleDebug.LogError("Enqueue record action " + recordAction.GetType());
        recordActionQueue.Enqueue(recordAction);
    }
 
    public void PlayRecord(List<RecordAction> recordActions)
    {
        for (int i = 0; i < recordActions.Count; i++)
        {
            PlayRecord(recordActions[i]);
        }
    }
 
    public virtual void Run()
    {
        // 等待下一个action
        if (isWaitingNextAction)
        {
            waitTimer += Time.deltaTime;
            if (waitTimer >= waitInterval)
            {
                isWaitingNextAction = false;
                waitTimer = 0f;
            }
            else
            {
                return;
            }
        }
 
        if (currentRecordAction == null)
        {
            if (recordActionQueue.Count <= 0)
            {
                return;
            }
        }
 
        if (currentRecordAction != null && !currentRecordAction.IsFinished())
        {
            currentRecordAction.Run();
            return;
        }
 
        if (currentRecordAction != null && currentRecordAction.IsFinished())
        {
            BattleDebug.LogError("record action " + currentRecordAction.GetType() + " play finished");
            currentRecordAction = null;
            isWaitingNextAction = true;
            waitTimer = 0f;
            return;
        }
 
        if (currentRecordAction == null)
        {
            if (recordActionQueue.Count > 0)
            {
                currentRecordAction = recordActionQueue.Dequeue();
                BattleDebug.LogError("play record action " + currentRecordAction.GetType());
            }
        }
    }
 
    //  先预留 感觉用的上
    public virtual void ResumeGame()
    {
 
    }
 
    public virtual void PauseGame()
    {
 
    }
 
    public void HaveRest()
    {
        currentRecordAction = null;
        recordActionQueue.Clear();
    }
 
    public void Release()
    {
        currentRecordAction = null;
        recordActionQueue.Clear();
    }
}