private void SequenceNodeWithDelayAction() { SequenceNode m_SequenceNode = new SequenceNode(); m_SequenceNode.Append(DelayAction.Allocate(1, () => Log.I(Time.time))); m_SequenceNode.Append(DelayAction.Allocate(1, () => Log.I(Time.time))); m_SequenceNode.Append(DelayAction.Allocate(1, () => Log.I(Time.time))); m_SequenceNode.Append(DelayAction.Allocate(1, () => Log.I(Time.time))); m_SequenceNode.Append(DelayAction.Allocate(1, () => Log.I(Time.time))); this.ExecuteNode(m_SequenceNode); }
private void SequenceNodeWithEventAction() { SequenceNode m_SequenceNode = new SequenceNode(); m_SequenceNode.Append(EventAction.Allocate(() => { Log.I(Time.time); })); m_SequenceNode.Append(EventAction.Allocate(() => { Log.I(Time.time); })); m_SequenceNode.Append(EventAction.Allocate(() => { Log.I(Time.time); })); m_SequenceNode.Append(EventAction.Allocate(() => { Log.I(Time.time); })); m_SequenceNode.Append(EventAction.Allocate(() => { Log.I(Time.time); })); this.ExecuteNode(m_SequenceNode); }
public override void OnSingletonInit() { //需轮询module GetModule <ProcedureManager>(); GetModule <InputModule>(); //不需轮询,module SequenceNode sequenceNode = new SequenceNode(); sequenceNode.Append(DataAnalysisAction.Allocate()); sequenceNode.Append(EventAction.Allocate(() => { NetworkModule.S.Init(); })); sequenceNode.Append(TableAction.Allocate()); sequenceNode.Append(EventAction.Allocate(() => { GamePersistentData.S.HandleTDData(); })); sequenceNode.Append(EventAction.Allocate(() => { GameDataMgr.S.Init(); })); sequenceNode.Append(EventAction.Allocate(() => { GuideModule guideModule = new GuideModule(); guideModule.OnInit(); })); sequenceNode.OnEndedCallback += () => { GetModule <ProcedureManager>().StartProcedure <GamingProcedure>(); }; ApplicationMgr.S.ExecuteNode(sequenceNode); }