private void Start() { this.Sequence() .Delay(1.0f) .Event(() => Log.I("Sequence1 延时了 1s")) .Begin() .DisposeWhenFinished() // Default is DisposeWhenGameObjDestroyed .OnDisposed(() => { Log.I("Sequence1 destroyed"); }); var sequenceNode2 = SequenceNode.Allocate(DelayNode.Allocate(1.5f)); sequenceNode2.Append(EventNode.Allocate(() => Log.I("Sequence2 延时 1.5s"))); sequenceNode2.Append(DelayNode.Allocate(0.5f)); sequenceNode2.Append(EventNode.Allocate(() => Log.I("Sequence2 延时 2.0s"))); this.ExecuteNode(sequenceNode2); /* 这种方式需要自己手动进行销毁 * sequenceNode2.Dispose(); * sequenceNode2 = null; */ // 或者 OnDestroy 触发时进行销毁 sequenceNode2.AddTo(this); }
public static IExecuteNodeChain Event(this IExecuteNodeChain selfChain, params Action[] onEvents) { return(selfChain.Append(EventNode.Allocate(onEvents))); }