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- /****************************************************************************
- * 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
- }
- }
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