using System; using System.Collections; using System.Collections.Generic; using UnityEngine; public class TimeItem { public float time = 0.0f; public Action func; private Component m_Comp; private int loopCnt = 0; private int m_NowCnt = 0; private float m_NowTime = 0.0f; public TimeItem(float t, Component comp, int loopCnt, Action func) { time = t; m_Comp = comp; this.loopCnt = loopCnt; this.func = func; } public void Update() { m_NowTime += Time.deltaTime; if (m_NowTime >= time) { if (loopCnt != 0) { m_NowCnt++; } if (m_NowCnt >= loopCnt && loopCnt != 0) { m_NowCnt = 0; m_NowTime = 0.0f; TimeMgr.Instance.UnRegister(m_Comp); func(m_Comp); } else { func(m_Comp); m_NowTime = 0.0f; } } } }