// 处理所有动作 protected IEnumerator _Handle() { if (handler != null) { yield return(StartCoroutine(handler(action))); } yield return(new WaitForSeconds(BattleTime.ACTION_WAIT_TIME)); battleControl.MoveNext(); }
// 处理所有动作 protected IEnumerator _Handle() { float delay = 0f; while (handleList.Count > 0) { HandlerDelegate handle = handleList[0]; handleList.RemoveAt(0); delay = handle(action); yield return(new WaitForSeconds(delay)); } battleControl.MoveNext(); }