/**************************************************************************** * Copyright (c) 2017 liangxie * * http://qframework.io * https://github.com/liangxiegame/QFramework * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to deal * in the Software without restriction, including without limitation the rights * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included in * all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN * THE SOFTWARE. ****************************************************************************/ using UnityEngine; namespace QFramework.Example { public class SequenceNodeExample : MonoBehaviour { private void Start() { this.Sequence() .Delay(1.0f) .Event(() => Debug.Log("Sequence1 延时了 1s")) .Begin() .OnDisposed(() => { Debug.Log("Sequence1 destroyed"); }); var sequenceNode2 = new SequenceNode(DelayAction.Allocate(1.5f)); sequenceNode2.Append(EventAction.Allocate(() => Debug.Log("Sequence2 延时 1.5s"))); sequenceNode2.Append(DelayAction.Allocate(0.5f)); sequenceNode2.Append(EventAction.Allocate(() => Debug.Log("Sequence2 延时 2.0s"))); this.ExecuteNode(sequenceNode2); /* 这种方式需要自己手动进行销毁 sequenceNode2.Dispose(); sequenceNode2 = null; */ // 或者 OnDestroy 触发时进行销毁 // sequenceNode2.DisposeWhenGameObjectDestroyed(this); } void OnLoginSucceed() { } private SequenceNode mSequenceNodeNode3 = new SequenceNode( DelayAction.Allocate(3.0f), EventAction.Allocate(() => { Debug.Log("Sequence3 延时 3.0f"); })); private void Update() { if (mSequenceNodeNode3 != null && !mSequenceNodeNode3.Finished && mSequenceNodeNode3.Execute(Time.deltaTime)) { Debug.Log("SequenceNode3 执行完成"); } } private void OnDestroy() { mSequenceNodeNode3.Dispose(); mSequenceNodeNode3 = null; } } }