private static LoopState GetLoopState(UnityAction unityAction)
    {
        if (unityAction == null)
        {
            return(null);
        }
        LooperUtilityMono i = m_instanceInScene;

        if (m_instanceInScene == null)
        {
            GameObject go = new GameObject("LoopUtilityMono");
            m_instanceInScene = go.AddComponent <LooperUtilityMono>();
            i = m_instanceInScene;
        }
        if (i == null)
        {
            return(null);
        }
        string id = "" + unityAction.GetHashCode();

        if (!i.m_loopRegister.ContainsKey(id))
        {
            LoopState ls = new LoopState()
            {
                m_actionToPush = unityAction
            };
            i.m_loops.Add(ls);
            i.m_loopRegister.Add(id, ls);
        }
        return(i.m_loopRegister[id]);
    }
    public void ChangeLoopTime(string arg0)
    {
        float value = 0;

        float.TryParse(arg0, out value);
        LooperUtilityMono.SetTime(value, m_pushAction);
    }
 public void SetLoopActive(bool value)
 {
     LooperUtilityMono.SetLoopActiveState(value, m_pushAction);
 }
 private void Awake()
 {
     m_instanceInScene = this;
 }