private void InitProcessWithCompletion(float time, Sprite icon, Action completion, Color color) { _requiredTime = time; _timePassed = 0f; _progressBar.fillAmount = 0f; _progressBar.color = color; _completion = completion; _currentState = EProcessControllerState.Process; ProcessIconImage.sprite = icon; }
private void UpdateProcess() { if (CnInputManager.GetAxis("Vertical") != 0f || CnInputManager.GetAxis("Horizontal") != 0f) { _currentState = EProcessControllerState.Idle; gameObject.SetActive(false); } if (_timePassed < _requiredTime) { _timePassed += Time.deltaTime; _progressBar.fillAmount = _timePassed / _requiredTime; } else { _currentState = EProcessControllerState.Idle; gameObject.SetActive(false); _completion(); } }
private void UpdateProcess() { if (TouchInput.TouchPosition == Vector2.zero) { _currentState = EProcessControllerState.Idle; gameObject.SetActive(false); } if (_timePassed < _requiredTime) { _timePassed += Time.deltaTime; _progressBar.fillAmount = _timePassed / _requiredTime; } else { _currentState = EProcessControllerState.Idle; gameObject.SetActive(false); _completion(); } }