private IEnumerator WaitAndSetValue(float waitTime) { this.Status = FSMTimeoutStatus.Started; yield return(new UnityEngine.WaitForSeconds(waitTime)); this.Status = FSMTimeoutStatus.ReachedZero; }
public FSMTimeout(float waitTime) { this.Status = FSMTimeoutStatus.NotStarted; Coroutine = WaitAndSetValue(waitTime); }