12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849505152535455 |
- /****************************************************************************
- * Copyright (c) 2021.3 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 TimelineExample : MonoBehaviour
- {
- void Start()
- {
- var timelineNode = new Timeline();
- // 第一秒输出 HelloWorld
- timelineNode.Append(1.0f, EventAction.Allocate(() => Debug.Log("HelloWorld")));
- // 第二秒输出 延时了 2 秒
- timelineNode.Append(2.0f, EventAction.Allocate(() => Debug.Log("延时了 2 秒")));
- // 第三秒发送 一个事件
- timelineNode.Append(3.0f, KeyEventAction.Allocate("someEventA", timelineNode));
- // 第四秒发送 一个事件
- timelineNode.Append(4.0f, KeyEventAction.Allocate("someEventB", timelineNode));
- // 监听 timeline 的 key 事件
- timelineNode.OnKeyEventsReceivedCallback = keyEvent => Debug.Log(keyEvent);
- // 执行 timeline
- this.ExecuteNode(timelineNode);
- }
- }
- }
|