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- using UnityEngine;
- using System.Collections;
- using System;
- using System.ComponentModel;
- /// <summary>
- /// 封装协程,提供便捷使用方式
- /// </summary>
- public sealed class CoroutineWrapper : MonoSingleton<CoroutineWrapper>
- {
- /// <summary>
- /// 延迟n帧执行
- /// </summary>
- /// <param name="frames"></param>
- /// <param name="ev"></param>
- /// <returns></returns>
- IEnumerator ExeDelay(int frames, Action ev)
- {
- for (int i = 0; i < frames; i++)
- {
- yield return new WaitForEndOfFrame();
- }
- ev();
- }
- /// <summary>
- /// 延迟n秒执行
- /// </summary>
- /// <param name="sec"></param>
- /// <param name="ev"></param>
- /// <returns></returns>
- IEnumerator ExeDelayS(float sec, Action ev)
- {
- yield return new WaitForSeconds(sec);
- ev();
- }
- /// <summary>
- /// 延迟n秒后执行
- /// </summary>
- /// <param name="sec"></param>
- /// <param name="ev"></param>
- public void EXEDelaySecs(float sec, Action ev)
- {
- StartCoroutine(ExeDelayS(sec, ev));
- }
- /// <summary>
- /// 延迟n帧后执行
- /// </summary>
- /// <param name="frames"></param>
- /// <param name="ev"></param>
- public void EXEDelayFrames(int frames, Action ev)
- {
- StartCoroutine(ExeDelay(frames, ev));
- }
-
- /// <summary>
- /// 每帧通知
- /// </summary>
- public event Action OnPerFrame;
- void Update()
- {
- OnPerFrame?.Invoke();
- }
- }
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