public delayCallData delayCall(UnityEngine.Events.UnityAction func, float time, bool isIgnoreTimeScale = false) { delayCallData e = new delayCallData(func, time, isIgnoreTimeScale); delayCalls.Add(e); return(e); }
public delayCallData delayCall(delayCallData.delayCall func, float time, bool isIgnoreTimeScale = false) { delayCallData e = new delayCallData(func, time, isIgnoreTimeScale); delayCalls.Add(e); return(e); }
public void cancelDelayCall(delayCallData d) { int idx = delayCalls.IndexOf(d); if (idx != -1) { delayCalls.RemoveAt(idx); } }