/**************************************************************************** * 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 EventNodeExample : MonoBehaviour { private void Start() { var eventNode = EventAction.Allocate(() => { Debug.Log("event 1 called"); }, () => { Debug.Log("event 2 called"); }); this.ExecuteNode(eventNode); } private EventAction mEventNode2 = EventAction.Allocate(() => { Debug.Log("event 3 called"); }, () => { Debug.Log("event 4 called"); }); private void Update() { if (mEventNode2 != null && !mEventNode2.Finished && mEventNode2.Execute(Time.deltaTime)) { Debug.Log("eventNode2 执行完成"); } } } }