internal override bool Update(ActionSequence actionSequence, float deltaTime) { actionSequence.UpdateTimeAxis(deltaTime); if (null != action) { try { action(); } catch (Exception e) { Debug.LogException(e); actionSequence.Stop(); } } else if (null != actionLoop) { try { actionLoop(actionSequence.cycles); } catch (Exception e) { Debug.LogException(e); actionSequence.Stop(); } } return(true); }
internal override bool Update(ActionSequence actionSequence, float deltaTime) { actionSequence.UpdateTimeAxis(deltaTime); Behaviour behaviour = actionSequence.id as Behaviour; if (behaviour) { bool final = isToggle ? !behaviour.enabled : isEnable; behaviour.enabled = final; } return(true); }