/// <summary> /// Creates an attack state. The complete function is provided if the attack state is interrupted. It's /// intended to be run on interrupt (to close additional resources / reset state). /// </summary> public static AttackState create(IEnumerator coroutine, bool interruptable, CompleteFunction completeFunction) { AttackState attackState = ScriptableObject.CreateInstance <AttackState>(); attackState.init(coroutine, interruptable, completeFunction); return(attackState); }
public void Start(CompleteFunction function) { this.function = function; listBox1.DataSource = null; listBox1.DataSource = MapBuilder.gcDB.gameParticleAnimations; Show(); }
private void init(IEnumerator coroutine, bool interruptable, CompleteFunction completeFunction) { this.coroutine = coroutine; this.interruptable = interruptable; this.completeFunction = completeFunction; }