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57 行
1.8 KiB

using NaughtyAttributes;
using System.Collections;
using UnityEngine;
namespace GameplayIngredients.Logic
{
public class DelayedLogic : LogicBase
{
public enum DelayMode { Constant, Random };
public DelayMode delayMode;
[ShowIf("DelayIsConstant")]
public float Delay = 1.0f;
[ShowIf("DelayIsRandom")]
public Vector2 DelayRange = Vector2.one;
[ReorderableList]
public Callable[] OnDelayComplete;
[ReorderableList]
public Callable[] OnCanceled;
IEnumerator m_Coroutine;
private void OnValidate()
{
if (DelayIsConstant())
DelayRange = new Vector2(Delay, Delay + 1);
}
private bool DelayIsRandom()
{
bool random = delayMode == DelayMode.Random ? true : false;
return random;
}
private bool DelayIsConstant() { return !DelayIsRandom(); }
public void Cancel(GameObject instigator = null)
{
if (m_Coroutine != null)
{
StopCoroutine(m_Coroutine);
Callable.Call(OnCanceled, instigator);
m_Coroutine = null;
}
}
public override void Execute(GameObject instigator = null)
{
float newDelay;
if (m_Coroutine != null) Cancel();
if (delayMode == DelayMode.Random)
newDelay = Random.Range(DelayRange.x, DelayRange.y);
else
newDelay = Delay;
m_Coroutine = RunDelay(newDelay, instigator);
StartCoroutine(m_Coroutine);
}
IEnumerator RunDelay(float Seconds, GameObject instigator = null)
{
yield return new WaitForSeconds(Seconds);
Callable.Call(OnDelayComplete, instigator);
m_Coroutine = null;
}
}
}