48 lines
1.3 KiB
C#
48 lines
1.3 KiB
C#
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using UnityEngine;
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public class Delay : MonoBehaviour
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{
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public float delayTime = 3.0f;
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private bool _isDelayActive;
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private bool _start;
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private void OnEnable()
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{
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if (_start)
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{
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// ע<><D7A2><EFBFBD>ֶ<EFBFBD><D6B6>ظ<EFBFBD><D8B8><EFBFBD><F2BFAABB><EFBFBD><EFBFBD>ü<EFBFBD><C3BC><EFBFBD>ʱ<EFBFBD><CAB1>
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if (!_isDelayActive)
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IndependentEffectManager.AddParticleDelay(this);
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else
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_isDelayActive = false;
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}
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}
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private void Start()
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{
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_start = true;
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OnEnable();
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}
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/// <summary>
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/// <20><>IndependentEffectManager<65><72><EFBFBD>͵Ŀ<CDB5><C4BF><EFBFBD><EFBFBD>¼<EFBFBD>
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/// </summary>
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public void DelayActive()
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{
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ѿ<EFBFBD><D1BE><EFBFBD><EFBFBD><EFBFBD><EEA3AC><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>κδ<CEBA><CEB4><EFBFBD>
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if (gameObject.activeSelf)
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_isDelayActive = false;
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ڵ<EFBFBD><DAB5><EFBFBD>δ<EFBFBD><CEB4><EFBFBD><EFBFBD><EEA3AC><EFBFBD>˵<EFBFBD><CBB5><EFBFBD>ʼ״̬
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else if (transform.parent != null && !transform.parent.gameObject.activeInHierarchy)
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_isDelayActive = false;
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else
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_isDelayActive = true;
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gameObject.SetActive(true);
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}
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/// <summary>
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/// <20><><EFBFBD><EFBFBD><EFBFBD>ӳٿ<D3B3><D9BF><EFBFBD>״̬ - <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ǰ<EFBFBD>ڼ<EFBFBD><DABC><EFBFBD><EFBFBD>ڵ<EFBFBD><DAB5>£<EFBFBD><C2A3><EFBFBD><EFBFBD><EFBFBD><EFBFBD>¿<EFBFBD>ʼ<EFBFBD>ӳ<EFBFBD>
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/// </summary>
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public void ClearDelay()
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{
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IndependentEffectManager.RemoveParticleDelay(this);
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_isDelayActive = false;
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gameObject.SetActive(true);
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}
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}
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