public void Stop()
 {
     CoroutineHandler.StopStaticCoroutine(coroutine);
 }
 public static Coroutine AfterWait(this MonoBehaviour Obj, Action action, Func <bool> condition)
 {
     return(CoroutineHandler.AfterWait(Obj, action, condition));
 }
 public void Start(bool isPlay = true)
 {
     coroutine = CoroutineHandler.StartStaticCoroutine(Behaviour());
     isPlaying = isPlay;
 }
 public static Coroutine AfterWait(this MonoBehaviour Obj, bool realTime = false, params CoroutineSequence[] sequences)
 {
     return(CoroutineHandler.AfterWait(Obj, realTime, sequences));
 }
 public static Coroutine AfterWait(this MonoBehaviour Obj, Action action, float seconds, bool realTime = false)
 {
     return(CoroutineHandler.AfterWait(Obj, action, seconds, realTime));
 }
 public Coroutine Start()
 {
     return(CoroutineHandler.AfterWait(monobehaviour, sequences.ToArray()));
 }
 public static Coroutine WaitLoop(this MonoBehaviour Obj, Action action, Func <bool> condition, float seconds = 0, bool realTime = false)
 {
     return(CoroutineHandler.WaitLoop(Obj, action, condition, seconds, realTime));
 }
 public static Coroutine AfterWait(this MonoBehaviour Obj, params CoroutineSequence[] sequences)
 {
     return(CoroutineHandler.AfterWait(Obj, sequences));
 }