private bool NoMoreActions() { if (action?.Previous != null) { return(false); } #if UNITY_EDITOR if (Debugging) { Debug.Log($"OnComplete: for {node}"); } #endif OnComplete.Fire(); Running = false; node.MoveTo(Queue.Waiting); if (disposeOnComplete) { Dispose(); } return(true); }
/// <a href="http://bit.ly/2BeoK0X">Fire an emitter at this point in the Fiber sequence</a> public Fiber Fire(Emitter emitter) { AddSameFrameAction(_ => emitter.Fire()); return(this); }