async public UniTask <int> MoveToWtihNavInfo(Vector2Int destination) { Vector2Int[] path = navInfo.GetPath(destination); moveComponent.RequestMove(path); await MyUniTaskExtensions.WaitUntilEvent(moveComponent.eFinishPath); return(path.Length); }
/// <summary> /// 不通过寻路径直走向终点 /// </summary> /// <param name="destination">终点</param> async public UniTask MoveToDirectly(Vector2Int destination) { Debug.Log("MoveToDirectly " + destination); moveComponent.RequestDirectMove(destination); location = destination; moveComponent.eFinishPath.AddListenerForOnce(EnterLocation); await MyUniTaskExtensions.WaitUntilEvent(moveComponent.eFinishPath); }
async public UniTask ThrowToAsync(Vector2Int destination) { eBeForceMove.Invoke(); Debug.Log("ThrowTo" + destination); moveComponent.RequestJumpMove(destination); location = destination; moveComponent.eFinishPath.AddListenerForOnce(EnterLocation); await MyUniTaskExtensions.WaitUntilEvent(moveComponent.eFinishPath); }
public async UniTask <PlayerSkill> GetSkillAsync(List <PlayerSkill> candidateSkills) { UIManager.instance.skillDisplayView.gameObject.SetActive(true); UIManager.instance.skillDisplayView.SwitchSkillButton(candidateSkills); PlayerSkill result = await MyUniTaskExtensions.WaitUntilEvent(UIManager.instance.skillDisplayView.eClickSkill); UIManager.instance.skillDisplayView.CleanSkillButton(); UIManager.instance.skillDisplayView.gameObject.SetActive(false); return(result); }
public async UniTask <T> GetNextClickChessAsync <T>() where T : GChess { GActor temp; do { temp = await MyUniTaskExtensions.WaitUntilEvent(eSelectMessage) as T; } while (temp != null && !(temp is T)); return(temp as T); }
public async UniTask CreateProjectileParticle() { if (prefabProjectileParticle) { GameObject go = Instantiate(prefabProjectileParticle); VFXController t = go.AddComponent <VFXController>(); t.observer = vfXObserver; if (instant) { t.InitInstantProjectile(origin, destination); } else { var p = MyUniTaskExtensions.WaitUntilEvent(t.eHit); t.InitProjectile(origin, destination, speed); await p; } } }