SequenceNodeExample.cs 3.0 KB

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  1. /****************************************************************************
  2. * Copyright (c) 2017 liangxie
  3. *
  4. * http://qframework.io
  5. * https://github.com/liangxiegame/QFramework
  6. *
  7. * Permission is hereby granted, free of charge, to any person obtaining a copy
  8. * of this software and associated documentation files (the "Software"), to deal
  9. * in the Software without restriction, including without limitation the rights
  10. * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  11. * copies of the Software, and to permit persons to whom the Software is
  12. * furnished to do so, subject to the following conditions:
  13. *
  14. * The above copyright notice and this permission notice shall be included in
  15. * all copies or substantial portions of the Software.
  16. *
  17. * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  18. * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  19. * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  20. * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  21. * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  22. * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  23. * THE SOFTWARE.
  24. ****************************************************************************/
  25. using UnityEngine;
  26. namespace QFramework.Example
  27. {
  28. public class SequenceNodeExample : MonoBehaviour
  29. {
  30. private void Start()
  31. {
  32. this.Sequence()
  33. .Delay(1.0f)
  34. .Event(() => Debug.Log("Sequence1 延时了 1s"))
  35. .Begin()
  36. .OnDisposed(() => { Debug.Log("Sequence1 destroyed"); });
  37. var sequenceNode2 = new SequenceNode(DelayAction.Allocate(1.5f));
  38. sequenceNode2.Append(EventAction.Allocate(() => Debug.Log("Sequence2 延时 1.5s")));
  39. sequenceNode2.Append(DelayAction.Allocate(0.5f));
  40. sequenceNode2.Append(EventAction.Allocate(() => Debug.Log("Sequence2 延时 2.0s")));
  41. this.ExecuteNode(sequenceNode2);
  42. /* 这种方式需要自己手动进行销毁
  43. sequenceNode2.Dispose();
  44. sequenceNode2 = null;
  45. */
  46. // 或者 OnDestroy 触发时进行销毁
  47. // sequenceNode2.DisposeWhenGameObjectDestroyed(this);
  48. }
  49. void OnLoginSucceed()
  50. {
  51. }
  52. private SequenceNode mSequenceNodeNode3 = new SequenceNode(
  53. DelayAction.Allocate(3.0f),
  54. EventAction.Allocate(() => { Debug.Log("Sequence3 延时 3.0f"); }));
  55. private void Update()
  56. {
  57. if (mSequenceNodeNode3 != null && !mSequenceNodeNode3.Finished &&
  58. mSequenceNodeNode3.Execute(Time.deltaTime))
  59. {
  60. Debug.Log("SequenceNode3 执行完成");
  61. }
  62. }
  63. private void OnDestroy()
  64. {
  65. mSequenceNodeNode3.Dispose();
  66. mSequenceNodeNode3 = null;
  67. }
  68. }
  69. }