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69 行
1.9 KiB

using NaughtyAttributes;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace GameplayIngredients.Actions
{
public class TimerAction : ActionBase
{
public enum Action
{
Start,
SetTime,
Interrupt
}
[NonNullCheck]
public Timer timer;
public Action action = Action.Start;
[ShowIf("isSetTime")]
public uint Hours = 0;
[ShowIf("isSetTime"), Range(0,59)]
public uint Minutes = 1;
[ShowIf("isSetTime"), Range(0,59)]
public uint Seconds = 30;
[ShowIf("isSetTime"), Range(0, 999)]
public uint Milliseconds = 0;
[ShowIf("isSetTime")]
public bool Restart = false;
public override void Execute(GameObject instigator = null)
{
if(timer == null)
{
Debug.LogWarning($"{this.gameObject.name}:{this.name} : Null Timer");
}
else
{
switch (action)
{
default:
case Action.Start:
timer.Restart(instigator);
break;
case Action.SetTime:
if (timer.isRunning)
timer.Interrupt(instigator);
timer.Hours = Hours;
timer.Minutes = Minutes;
timer.Seconds = Seconds;
timer.Milliseconds = Milliseconds;
if (Restart)
timer.Restart(instigator);
break;
case Action.Interrupt:
timer.Interrupt(instigator);
break;
}
}
}
bool isSetTime() { return action == Action.SetTime; }
}
}