public void Init() { _loggerFactory = new TestLoggerFactory(); _engine = new EmptyEngineBuilder(_loggerFactory) .SetLazyLoading(new LazyLoadingConfiguration(_timeoutMS, new System.Threading.CancellationToken())) .Build(); }
public void Init() { _loggerFactory = new TestLoggerFactory(); _engine = new EmptyEngineBuilder(_loggerFactory) .SetLazyLoading(new LazyLoadingConfiguration(_timeoutMS, _cancellationTokenSource.Token)) .Build(); }
protected override void OnRoundEnd() { base.OnRoundEnd(); print("结束准备阶段,等待其他玩家"); director.playableAsset = timeLines[0]; director.time = director.duration; engine += PlayStateEndAnim; StartCoroutine(RoundInterval()); }
public void Init() { _cache = new Mock <IFlowCache>(); _loggerFactory = new TestLoggerFactory(); _engine = new EmptyEngineBuilder(_loggerFactory) .Build(); _engine.SetCache(_cache.Object); }
void PlayStateEndAnim() { director.time -= Time.deltaTime; director.Evaluate(); if (director.time <= 0) { director.time = 0; director.Pause(); engine -= PlayStateEndAnim; } }
public void Initialise() { var loggerFactory = new LoggerFactory(); var builder = new PipelineBuilder(loggerFactory); _engine = new EmptyEngineBuilder(loggerFactory) .Build() as EmptyEngine; _pipeline = builder.AddFlowElement(_engine) .Build(); }
private void BuildEngine(bool lazyLoading) { var builder = new EmptyEngineBuilder(_loggerFactory); if (lazyLoading) { builder.SetLazyLoading(new LazyLoadingConfiguration(_timeoutMS, _cancellationTokenSource.Token)); } _engine = builder.Build(); _pipeline = new PipelineBuilder(_loggerFactory) .AddFlowElement(_engine) .Build(); }