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; } } }