private void DefaultResume(Behaviour.Context obj) { if (obj.director && obj.director.state == UnityEngine.Playables.PlayState.Paused) { obj.director.Resume(); } }
public void ResumeAwaiting(Behaviour.Context waitingObj) { if (Awaittings.Contains(waitingObj)) { OnResume.Dispatch(waitingObj); Awaittings.Remove(waitingObj); } }
private void DefaultAwait(Behaviour.Context obj) { Awaittings.Add(obj); obj.director.Pause(); }