/// <summary> /// 获取等待指示器 /// </summary> /// <param name="waitType">等待类型</param> /// <param name="duration">等待时间</param> /// <returns></returns> static YieldInstruction getInstruction( CoroutineAction.WaitType waitType, float duration = 0) { switch (waitType) { case CoroutineAction.WaitType.WaitForEndOfFrame: return(new WaitForEndOfFrame()); case CoroutineAction.WaitType.WaitForFixedUpdate: return(new WaitForFixedUpdate()); case CoroutineAction.WaitType.WaitForSeconds: return(new WaitForSeconds(duration)); //case CoroutineAction.WaitType.WaitForSecondsRealtime: // return new WaitForSecondsRealtime(duration); default: return(null); } }
/// <summary> /// 添加行动 /// </summary> /// <param name="action">行动</param> /// <param name="waitType">等待类型</param> /// <param name="duration">等待时间</param> public static void addAction(UnityAction action, CoroutineAction.WaitType waitType, float duration = 0) { actions.Add(new CoroutineAction(action, waitType, duration)); }