internal AsyncChain Chain() { PlannerComponent.Initialize(this); var result = new AsyncChainInternal(this); _chains.Add(result); return(result); }
internal static void Initialize(PlannerSynchronizationContext context) { if (_instance != null) { return; } GameObject go = new GameObject(PlannerName); DontDestroyOnLoad(go); _instance = go.AddComponent <PlannerComponent>(); _instance._context = context; }