/**************************************************************************** * Copyright (c) 2018.3 布鞋 827922094@qq.com * * 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 { public class NodeExample : MonoBehaviour { void Start() { this.Sequence() .Until(() => { return Input.GetKeyDown(KeyCode.Space); }) .Delay(2.0f) .Event(() => { Debug.Log("延迟两秒"); }) .Delay(1f) .Event(() => { Debug.Log("延迟一秒"); }) .Until(() => { return Input.GetKeyDown(KeyCode.A); }) .Event(() => { this.Repeat() .Delay(0.5f) .Event(() => { Debug.Log("0.5s"); }) .Begin() .DisposeWhen(() => { return Input.GetKeyDown(KeyCode.S); }) .OnDisposed(() => { Debug.Log("结束"); }); }) .Begin(); } #region Update的情况 //private float m_CurrentTime; //private bool isSpace = true; //private bool isBegin = false; //private bool isCanA = false; //private bool isA = false; //private bool isRepeatS = false; //private void Start() //{ // m_CurrentTime = Time.time; //} //private void Update() //{ // if (isSpace && Input.GetKeyDown(KeyCode.Space)) // { // isSpace = false; // isBegin = true; // m_CurrentTime = Time.time; // } // if (isA && Input.GetKeyDown(KeyCode.A)) // { // isA = false; // isRepeatS = true; // m_CurrentTime = Time.time; // } // if (isRepeatS) // { // if (Time.time - m_CurrentTime > 0.5f) // { // m_CurrentTime = Time.time; // Debug.Log("0.5s"); // } // if (Input.GetKeyDown(KeyCode.S)) // { // Debug.Log("结束"); // isRepeatS = false; // } // } // if (isBegin) // { // if (Time.time - m_CurrentTime > 2) // { // Debug.Log("延迟两秒"); // isBegin = false; // isCanA = true; // m_CurrentTime = Time.time; // } // } // if (isCanA) // { // if (Time.time - m_CurrentTime > 1) // { // Debug.Log("延迟一秒"); // isCanA = false; // isA = true; // } // } //} #endregion } }