using System; using System.Collections.Generic; using System.IO; using UnityEngine; public class WaitTask : LaunchTask { public WaitTask(float seconds) { expectTime = Mathf.Max(0.1f, seconds); } public override void Begin() { } public override void End() { } public override void Update() { timer += Time.deltaTime; if (timer >= expectTime) { done = true; } else { done = false; progress = Mathf.Clamp01(timer / expectTime); } } }