/**************************************************************************** * Copyright (c) 2017 liangxie * * http://liangxiegame.com * 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 NodeSystemExample : MonoBehaviour { private void Start() { this.Repeat() .Delay(0.1f) .Event(() => Debug.Log("Repeat:0.1s")) .Begin() .OnDisposed(() => Debug.Log("Repeat: dispose when gameObj OnDestroyedd")); this.Sequence() .Delay(1.0f) .Event(() => Debug.Log("Sequece:1.0s")) .Begin() .OnDisposed(() => Debug.Log("Sequece: dispose when sequence ended")); // TODO:spawn/timeline support } } }