Inheritance: MonoBehaviour
Ejemplo n.º 1
0
        // On each event it makes |\____|\_______|\_____....
        public static ICell <float> SignalTrigger(this IEventReader e, float decayTime, Action <IDisposable> connectionSink)
        {
            TriggerCell cell = new TriggerCell {
                decay = decayTime
            };

            connectionSink(UnityExecutor.instance.AddUpdatable(cell));
            connectionSink(e.Subscribe(cell.Reset));
            return(cell);
        }
        // On each event it makes |\____|\_______|\_____....
        public static ICell <float> SignalTrigger(this IEventStream e, float decayTime, IConnectionSink connectionSink)
        {
            TriggerCell cell = new TriggerCell {
                decay = decayTime
            };

            connectionSink.AddConnection(UnityExecutor.Instance.AddUpdatable(cell));
            connectionSink.AddConnection(e.Subscribe(cell.Reset));
            return(cell);
        }