public void Start() { if(StartOnStart) { coroutine = StartCoroutine(DestroyOnDelay()); } }
/// <summary> /// Creates a TrackedCoroutine attached to a new container object that will destroy itself when finished. /// </summary> /// <param name="routine">Coroutine to run; if arguments are needed, pass an anonymous wrapper</param> /// <param name="name">Name of the container object</param> /// <param name="parent">Parent of the container object</param> /// <returns>Created TrackedCoroutine instance</returns> public static TrackedCoroutine Create(Coroutine routine, string name = "TrackedCoroutine", GameObject parent = null) { var instance = GameObjectUtils.InstantiateNewSingle<TrackedCoroutine>(name, parent); instance.Routine = routine; instance.DestroyOnComplete = true; return instance; }
public Idle(Customer customer, float seconds = 5) : base(customer) { // Think about being idle customer.Think(supermarket.IdleIcon); delay = customer.StartCoroutine(Delay(seconds)); }
/// <summary> /// 开始滚动显示; /// </summary> public void StartScroll(bool wait) { if (IsNeedScroll() && scrollCoroutineHandle == null) { scrollCoroutineHandle = StartCoroutine(ScrollCoroutine(wait)); } }
public void LookAt(Vector2 target) { if (lookAtCoroutine != null) StopCoroutine(lookAtCoroutine); lookAtCoroutine = StartCoroutine(_LookAtTarget(target)); }
public void StartCompetitionMode(float distance) { if(!competitionStarting) { competitionRoutine = StartCoroutine(DogfightCompetitionModeRoutine(distance/2)); } }
/// <summary> /// Invoke4s the lua. /// </summary> /// <param name="callbakFunc">Callbak func.lua函数</param> /// <param name="orgs">Orgs.参数</param> /// <param name="sec">Sec.等待时间</param> public UnityEngine.Coroutine invoke4Lua(object callbakFunc, object orgs, float sec, bool onlyOneCoroutine) { if (!gameObject.activeInHierarchy) { return(null); } if (callbakFunc == null) { Debug.LogError("callbakFunc is null ......"); return(null); } try { UnityEngine.Coroutine ct = null; if (onlyOneCoroutine) { cleanCoroutines(callbakFunc); } int index = getCoroutineIndex(callbakFunc); ct = StartCoroutine(doInvoke4Lua(callbakFunc, sec, orgs, index)); setCoroutine(callbakFunc, ct, index); return(ct); } catch (System.Exception e) { Debug.LogError("[" + gameObject.name + "]" + callbakFunc + ":" + e); return(null); } }
private IEnumerator internalExplosion() { int currentIndex = 0; var sprites = MapManager.Instance.SpriteManager.CurrentUsingSetting.Explosion; while (true) { Renderer.SetTexture(sprites[currentIndex].texture, new Vector2(currentIndex * (1f / 6f), 0f)); currentIndex++; if (currentIndex < sprites.Length) yield return new WaitForSeconds(1f / 12f); else break; } mExplosionRoutine = null; this.gameObject.SetActive(false); if (null != Item) { Item.gameObject.SetActive(true); MapManager.Instance.GenerateItem(this.transform.position, Item); } mIsAlive = false; }
public override void Explosion() { if (null != mExplosionRoutine) return; mExplosionRoutine = StartCoroutine(internalExplosion()); }
public static void Stop(UnityEngine.Coroutine c) { if (c != null) { Instance.StopCoroutine(c); } }
private IEnumerator fadeTo(float targetOpacity, float duration, Action onFinish) { // remember the current callback in case this fade is exited early _currentOnFinish = onFinish; // remember initial state float startOpacity = _fadeImage.color.a; Color color = _fadeImage.color; float t = 0; while (t < duration) { t += Time.deltaTime; // calculate the blend factor float blend = Mathf.Clamp01(t / duration); // blend color.a = Mathf.Lerp(startOpacity, targetOpacity, blend); _fadeImage.color = color; yield return(null); } _currentOnFinish = null; _currentFade = null; onFinish?.Invoke(); }
static int WaitForFrame(IntPtr L) { try { ToLua.CheckArgsCount(L, 3); Lit.Unity.LitBehaviour obj = (Lit.Unity.LitBehaviour)ToLua.CheckObject(L, 1, typeof(Lit.Unity.LitBehaviour)); int arg0 = (int)LuaDLL.luaL_checknumber(L, 2); Lit.Unity._D_Void arg1 = null; LuaTypes funcType3 = LuaDLL.lua_type(L, 3); if (funcType3 != LuaTypes.LUA_TFUNCTION) { arg1 = (Lit.Unity._D_Void)ToLua.CheckObject(L, 3, typeof(Lit.Unity._D_Void)); } else { LuaFunction func = ToLua.ToLuaFunction(L, 3); arg1 = DelegateFactory.CreateDelegate(typeof(Lit.Unity._D_Void), func) as Lit.Unity._D_Void; } UnityEngine.Coroutine o = obj.WaitForFrame(arg0, arg1); ToLua.PushObject(L, o); return(1); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e)); } }
void Update() { if (co == null && Input.GetMouseButtonDown(0)) { co = StartCoroutine(CreateEntityFromAnotherWorld()); } }
public static IEnumerator ToUnity(this WaitCommand waitCommand, StartRoutine startRoutine) { if (waitCommand.IsRoutine) { var runningRoutines = new UnityEngine.Coroutine[waitCommand.RoutineCount]; for (int i = 0; i < waitCommand.RoutineCount; i++) { var routine = waitCommand.GetRoutine(i).ToUnity(startRoutine); var runningRoutine = startRoutine(routine); runningRoutines[i] = runningRoutine; } for (int i = 0; i < runningRoutines.Length; i++) { var runningRoutine = runningRoutines[i]; yield return(runningRoutine); } } else { if (waitCommand.Duration.Value.Seconds > 0f) { yield return(new WaitForSeconds(waitCommand.Duration.Value.Seconds)); } else { for (int i = 0; i < waitCommand.Duration.Value.FrameCount; i++) { yield return(null); } } } }
override protected void onFall() { if (this._playFallSfx == null) { this._playFallSfx = this.StartCoroutine(this.playFallSfx()); } }
public static IEnumerator WaitThenCallback(float _time, Action _callback, UnityEngine.Coroutine _self = null) { yield return(new WaitForSecondsRealtime(_time)); _callback(); _self = null; }
internal void ClearAllJobs() { this.StopAllCoroutines(); this._coroutines.Clear(); this._threadPointer = null; this._theadAlive = false; }
private void StartAutomaticRunCoroutine() { if (_automaticRunCoroutine == null) { _automaticRunCoroutine = StartCoroutine(AutomaticRunCoroutine()); } }
public UIShowHideController(GameObject go, Component panel) { this.panel = panel; this.animator = (go != null) ? go.GetComponent<Animator>() : null; if (animator == null && panel != null) animator = panel.GetComponent<Animator>(); this.animCoroutine = null; }
private void CancelCurrentAnim() { if (animCoroutine != null) { DialogueManager.Instance.StopCoroutine(animCoroutine); animCoroutine = null; } }
static int QPYX_StopCoroutine_YXQP(IntPtr L_YXQP) { try { int QPYX_count_YXQP = LuaDLL.lua_gettop(L_YXQP); if (QPYX_count_YXQP == 2 && TypeChecker.CheckTypes <UnityEngine.Coroutine>(L_YXQP, 2)) { UnityEngine.MonoBehaviour QPYX_obj_YXQP = (UnityEngine.MonoBehaviour)ToLua.CheckObject <UnityEngine.MonoBehaviour>(L_YXQP, 1); UnityEngine.Coroutine QPYX_arg0_YXQP = (UnityEngine.Coroutine)ToLua.ToObject(L_YXQP, 2); QPYX_obj_YXQP.StopCoroutine(QPYX_arg0_YXQP); return(0); } else if (QPYX_count_YXQP == 2 && TypeChecker.CheckTypes <System.Collections.IEnumerator>(L_YXQP, 2)) { UnityEngine.MonoBehaviour QPYX_obj_YXQP = (UnityEngine.MonoBehaviour)ToLua.CheckObject <UnityEngine.MonoBehaviour>(L_YXQP, 1); System.Collections.IEnumerator QPYX_arg0_YXQP = (System.Collections.IEnumerator)ToLua.ToObject(L_YXQP, 2); QPYX_obj_YXQP.StopCoroutine(QPYX_arg0_YXQP); return(0); } else if (QPYX_count_YXQP == 2 && TypeChecker.CheckTypes <string>(L_YXQP, 2)) { UnityEngine.MonoBehaviour QPYX_obj_YXQP = (UnityEngine.MonoBehaviour)ToLua.CheckObject <UnityEngine.MonoBehaviour>(L_YXQP, 1); string QPYX_arg0_YXQP = ToLua.ToString(L_YXQP, 2); QPYX_obj_YXQP.StopCoroutine(QPYX_arg0_YXQP); return(0); } else { return(LuaDLL.luaL_throw(L_YXQP, "invalid arguments to method: UnityEngine.MonoBehaviour.StopCoroutine")); } } catch (Exception e_YXQP) { return(LuaDLL.toluaL_exception(L_YXQP, e_YXQP)); } }
void Move(Vector3 newPos, float duration, float delay) { if (_moveCoroutine != null) StopCoroutine(_moveCoroutine); _moveCoroutine = StartCoroutine(MoveRoutine(newPos, duration, delay)); }
// Update is called once per frame void Update() { if (Input.GetKeyUp(KeyCode.P)) { if (Time.timeScale != 0) { Debug.Log("Pausa"); Time.timeScale = 0; } else { Debug.Log("Reanudar"); Time.timeScale = 1; } } if (Input.GetKeyUp(KeyCode.Mouse0)) { if (contador != 0 && co != null) { StopCoroutine(co); } titulodeljuego.GetComponent <Text>().text = ""; message = texto[contador]; co = StartCoroutine(TypeText()); //Dos corrutinas diferentes contador++; if (contador >= texto.Length) { contador = 0; Debug.LogError("Tamaño de tabla superado"); } } }
static int StopCoroutine(IntPtr L) { int count = LuaDLL.lua_gettop(L); if (count == 2 && ToLua.CheckTypes(L, 1, typeof(UnityEngine.MonoBehaviour), typeof(UnityEngine.Coroutine))) { UnityEngine.MonoBehaviour obj = (UnityEngine.MonoBehaviour)ToLua.ToObject(L, 1); UnityEngine.Coroutine arg0 = (UnityEngine.Coroutine)ToLua.ToObject(L, 2); try { obj.StopCoroutine(arg0); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e)); } return(0); } else if (count == 2 && ToLua.CheckTypes(L, 1, typeof(UnityEngine.MonoBehaviour), typeof(System.Collections.IEnumerator))) { UnityEngine.MonoBehaviour obj = (UnityEngine.MonoBehaviour)ToLua.ToObject(L, 1); System.Collections.IEnumerator arg0 = (System.Collections.IEnumerator)ToLua.ToObject(L, 2); try { obj.StopCoroutine(arg0); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e)); } return(0); } else if (count == 2 && ToLua.CheckTypes(L, 1, typeof(UnityEngine.MonoBehaviour), typeof(string))) { UnityEngine.MonoBehaviour obj = (UnityEngine.MonoBehaviour)ToLua.ToObject(L, 1); string arg0 = ToLua.ToString(L, 2); try { obj.StopCoroutine(arg0); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e)); } return(0); } else { LuaDLL.luaL_error(L, "invalid arguments to method: UnityEngine.MonoBehaviour.StopCoroutine"); } return(0); }
private void StopAutomaticRunCoroutine() { if (_automaticRunCoroutine != null) { StopCoroutine(_automaticRunCoroutine); _automaticRunCoroutine = null; } }
public void BeginCounter() { if( m_CounterRoutine != null ) return; Debug.Log( "Begin" ); m_CounterRoutine = StartCoroutine( NotifyRoutine() ); }
public int AddCoroutine(IEnumerator coroutine, ECoroutineLevel level = ECoroutineLevel.High) { Coroutine cr = new Coroutine(); cr.coroutine = coroutine; cr.crLevel = (int)level; mCoroutineDic[mIndex++] = cr; return mIndex; }
public void StartTask(float timeout = 600) { if (cor != null) { return; } cor = StartCoroutine(Cor_Task(timeout)); }
private void StartCheckDayChangeCoroutine() { DateTime ZeroClockOfToday = new DateTime(DateTime.Now.Year, DateTime.Now.Month, DateTime.Now.Day); TimeSpan ZeroClock2Now = ZeroClockOfToday - DateTime.Now; int leftSecond = oneDaySeconds - (int)ZeroClock2Now.TotalSeconds + 1; myCoroutine = StartCoroutine(CheckDayChange(leftSecond)); }
/// <summary> /// 暂停滚动显示; /// </summary> public void PauseScroll() { if (scrollCoroutineHandle != null) { StopCoroutine(scrollCoroutineHandle); scrollCoroutineHandle = null; } }
IEnumerator CheckDayChange(float seconds) { GuLog.Debug("<><DailyTaskResetProcess>CheckDayChange after:" + seconds); yield return(new WaitForSeconds(seconds)); CheckNewDay(); myCoroutine = StartCoroutine(CheckDayChange(oneDaySeconds)); }
public void ShakeCamera(float factor, TimeSpan duration) { if (shakeCoroutine != null) StopCoroutine(shakeCoroutine); startShakeTime = Time.time; shakeCoroutine = StartCoroutine(ShakeCoroutine(factor, duration)); }
public void setCoroutine(object callbakFunc, UnityEngine.Coroutine ct, int index) { object key = getKey4InvokeMap(callbakFunc, coroutineMap); Hashtable map = getCoroutines(callbakFunc); map [index] = ct; coroutineMap [key] = map; }
public void StartTimer(float time) { timerRunning = true; timeRemaining = time; if(_timer != null) CoolDownManager.Instance.StopCoroutine(_timer); _timer = CoolDownManager.Instance.StartCoroutine(CoolDownTimer(time)); }
private static void StopStreaming() { if (streamer.IsNotNull()) { LockstepManager.UnityInstance.StopCoroutine(streamer); streamer = null; } }
public override void PreDestroy() { this.StopAllCoroutines(); this._coroutines.Clear(); base.PreDestroy(); this._threadPointer = null; this._theadAlive = false; }
private void OnStopCoroutine() { if (coroutine != null) { GameLogic.Instance.StopCoroutine(coroutine); } coroutine = null; }
public StaffIdle(Staff staff, float duration=5) : base(staff) { animator.SetBool("isWalking", false); if (duration >= 0) { delay = staff.StartCoroutine(Delay(duration)); } }
override protected GO getFollowed() { if (this.bgFunc == null) { this.bgFunc = this.StartCoroutine(this.recacheFollowedObject()); } return(this.followed); }
protected void StopCoroutine(UnityEngine.Coroutine routine) { if (routine == null) { return; } outer.StopCoroutine(routine); }
public void StopCounter() { if( this == null || m_CounterRoutine == null ) return; Debug.Log( "Stop" ); StopCoroutine( m_CounterRoutine ); m_CounterRoutine = null; }
public static Coroutine DelayRealtime(float time, CoroutineDefaultFunction func) { UnityEngine.Coroutine routine = CoroutineCaller.StartCoroutine(DelayFunctionCallRealtime(time, func)); if (routine == null) { UnityEngine.Debug.Log("Coroutine returned immediately"); } return(new Coroutine(routine)); }
private void PressStarted() { isPouring = true; currentSprite = PouringSprite1; Background.sprite = currentSprite; spriteSwitcherCoroutine = StartCoroutine(DoSpriteSwitcher()); }
public static Coroutine Start(IEnumerator enumerator) { UnityEngine.Coroutine routine = CoroutineCaller.StartCoroutine(enumerator); if (routine == null) { UnityEngine.Debug.Log("Coroutine returned immediately"); } return(new Coroutine(routine)); }
public void Initialize(PlayerUnit player) { baseWeapon = player.AimController.CurrentWeapon; if(updateRoutine!=null) StopCoroutine(updateRoutine); updateRoutine = StartCoroutine(UpdateCoroutine()); }
public void SetValue(float f) { if (animation != null) { StopCoroutine(animation); } animation = StartCoroutine(CoAnimHp(Slider.value, f, 1f)); }
public void Notify(string message, Color color, int duration) { if (noticeRoutine != null) StopCoroutine(noticeRoutine); m_notifierText.color = color; m_notifierText.text = message.ToLower(); noticeRoutine = StartCoroutine(NoticeRoutine(duration)); }
override protected void onLand() { if (this._playFallSfx != null) { this.StopCoroutine(this._playFallSfx); this._playFallSfx = null; } Global.Sfx.playPlayerLand(this.fastGetTr()); }
/// <summary> /// 停止滚动显示; /// </summary> public void StopScroll() { if (scrollCoroutineHandle != null) { StopCoroutine(scrollCoroutineHandle); scrollCoroutineHandle = null; ResetScroll(); } }
public virtual void StartLevel() { var enemiesLayer = LayerMask.NameToLayer( "Enemies" ); var playerLayer = LayerMask.NameToLayer( "Player" ); Physics.IgnoreLayerCollision( enemiesLayer, enemiesLayer ); Physics.IgnoreLayerCollision( playerLayer, playerLayer ); State = LevelState.Running; LevelRunningCoroutine = Locator.Coroutines.RunCoroutine( LevelRunning() ); }
public override void Start() { m_childs = new List <ActionNode>(); m_childs.AddRange(children.ToList()); m_current = m_childs.FirstOrDefault(); m_status = Status.Running; CoroutineManager.I.StopCoroutine(YieldUpdate()); m_coroutine = CoroutineManager.I.StartCoroutine(YieldUpdate()); }
private void HandleDoubleClick () { // If the coroutine to check whether a click is a double is running, stop it. if(m_SingleClickDelayCoroutine != null) StopCoroutine (m_SingleClickDelayCoroutine); // If warnings should be shown for double clicks show one with the double tap message and keep a reference to it. if (m_ShowDoubleTapWarnings) m_WarningCoroutine = StartCoroutine (DisplayWarning (m_DoubleTapWarningMessage)); }
private void HandleClick () { // If the difference in time between now and the time when the button went down is greater than the constant, it's a 'hold' so return. if (Time.time - m_DownTime >= k_ClickIsHoldTime) return; // If warning should be shown for single clicks and there is no current swipe direction, start a coroutine to check it's not a double click. if (m_ShowSingleTapWarnings && m_CurrentSwipe == VRInput.SwipeDirection.NONE) m_SingleClickDelayCoroutine = StartCoroutine(SingleClickCheckDelay ()); }
public void Stop() { navMeshAgent.Stop(); if (checkDestination != null) { StopCoroutine(checkDestination); checkDestination = null; } }
public void Fall(GO caller) { if (this._isFalling) { return; } this.startAligning = false; this.bgFunc = this.StartCoroutine(this.fall(caller)); }
override protected void updateState() { base.updateState(); if (this.target == null && this.anim == Anim.None && this.bgFunc == null) { this.bgFunc = this.StartCoroutine(this.wander()); } }
public void Update() { if (_coroutine == null) { if (ActiveChildren == 0) { _coroutine = StartCoroutine(EnableChildren()); } } }
private void beginFade(IEnumerator fade) { // if there was an existing fade, stop it and execute its callback if it existed if (_currentFade != null) { StopCoroutine(_currentFade); } _currentOnFinish?.Invoke(); _currentFade = StartCoroutine(fade); }
// public void Follow(Transform follow) { if (follow != null) { if (this.follow == null) { StopAllCoroutines(); } else { StopCoroutine(following); } following = StartCoroutine(FollowCR()); } }
private IEnumerator EnableChildren() { yield return new WaitForSeconds(1.0f); foreach (var ballBumper in m_bumpers) { ballBumper.Reset(); } ScoreDisplay.AddScore(m_pointValue); _coroutine = null; }