/// <summary> /// 设置间隔 /// </summary> /// <param name="targetGo">需要绑定此脚本的对象</param> /// <param name="millisecond">毫秒数</param> /// <param name="delayCompleteHandler">回调</param> /// <param name="autoDestroy">是否在结束时销毁脚本</param> /// <param name="param">需要在回调函数中获取的参数</param> /// <returns></returns> public static void setDelay(GameObject targetGo, float millisecond, DelayCompleteHandler delayCompleteHandler, bool autoDestroy = true, System.Object param = null) { if (targetGo == null) return; Delay.delay = targetGo.GetComponent<Delay>(); if (Delay.delay == null) Delay.delay = targetGo.AddComponent<Delay>(); Delay.isComplete = false; Delay.millisecond = millisecond; Delay.delayCompleteHandler = delayCompleteHandler; Delay.autoDestroy = autoDestroy; Delay.param = param; }
/// <summary> /// 设置间隔 /// </summary> /// <param name="targetGo">需要绑定此脚本的对象</param> /// <param name="millisecond">毫秒数</param> /// <param name="delayCompleteHandler">回调</param> /// <param name="autoDestroy">是否在结束时销毁脚本</param> /// <param name="param">需要在回调函数中获取的参数</param> /// <returns></returns> public static void setDelay(GameObject targetGo, float millisecond, DelayCompleteHandler delayCompleteHandler, bool autoDestroy = true, System.Object param = null) { if (targetGo == null) { return; } Delay.delay = targetGo.GetComponent <Delay>(); if (Delay.delay == null) { Delay.delay = targetGo.AddComponent <Delay>(); } Delay.isComplete = false; Delay.millisecond = millisecond; Delay.delayCompleteHandler = delayCompleteHandler; Delay.autoDestroy = autoDestroy; Delay.param = param; }