public IEnumerator Countdown(float duration, UnityCustomEvent eventToInvoke) { if (!routineActive) { routineActive = true; float totalTime = 0; while (totalTime <= duration) { totalTime += Time.deltaTime; yield return(null); } routineActive = false; eventToInvoke?.Invoke(); } }
public void CoolDown(float duration, UnityCustomEvent eventToInvoke) { StartCoroutine(Countdown(duration, eventToInvoke)); }