// Use this for initialization void Start() { queue = new CoroutineQueue(); queue.Start(); queue.Add(SimpleCoroutines.ExitAfterFrame()); queue.Add(SimpleCoroutines.ExitAfterFrame()); queue.Add(SimpleCoroutines.ExitAfterFrame()); UpdateCount = 0; }
// Use this for initialization void Start() { queue = new CoroutineQueue(); queue.Start(); queue.Add(SimpleCoroutines.ExitImmidiately()); UpdateCount = 0; }
// Use this for initialization void Start() { CoroutineQueue queue = new CoroutineQueue(); queue.Add(SimpleCoroutines.ExitImmidiately()); IntegrationTest.Assert(queue.Empty == false); IntegrationTest.Pass(gameObject); }
/// <summary> /// Queue in rotation from current rotation to a new rotation. /// </summary> /// <param name="rotation">Wanted rotation to end up with.</param> /// <returns>Returns this for call chaining.</returns> public CanBeMoved Rotate(Quaternion rotation) { _rotationQueue.Add(VisualManager.Instance.LowLevelCardMovement.Rotate(gameObject, rotation)); return(this); }
/// <summary> /// Queue in move from current position to a new position. /// </summary> /// <param name="position">Wanted position to move to.</param> /// <returns>Returns this for call chaining.</returns> public CanBeMoved Move(Vector3 position) { _movementQueue.Add(VisualManager.Instance.LowLevelCardMovement.Move(gameObject, position)); return(this); }