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; }