public void Stop() { CoroutineHandler.StopStaticCoroutine(coroutine); }
public static Coroutine AfterWait(this MonoBehaviour Obj, Action action, Func <bool> condition) { return(CoroutineHandler.AfterWait(Obj, action, condition)); }
public void Start(bool isPlay = true) { coroutine = CoroutineHandler.StartStaticCoroutine(Behaviour()); isPlaying = isPlay; }
public static Coroutine AfterWait(this MonoBehaviour Obj, bool realTime = false, params CoroutineSequence[] sequences) { return(CoroutineHandler.AfterWait(Obj, realTime, sequences)); }
public static Coroutine AfterWait(this MonoBehaviour Obj, Action action, float seconds, bool realTime = false) { return(CoroutineHandler.AfterWait(Obj, action, seconds, realTime)); }
public Coroutine Start() { return(CoroutineHandler.AfterWait(monobehaviour, sequences.ToArray())); }
public static Coroutine WaitLoop(this MonoBehaviour Obj, Action action, Func <bool> condition, float seconds = 0, bool realTime = false) { return(CoroutineHandler.WaitLoop(Obj, action, condition, seconds, realTime)); }
public static Coroutine AfterWait(this MonoBehaviour Obj, params CoroutineSequence[] sequences) { return(CoroutineHandler.AfterWait(Obj, sequences)); }