using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Events;
public class WaitTimeManager
{
private static TaskBehaviour m_Task;
static WaitTimeManager()
{
GameObject go = new GameObject("#WaitTimeManager#");
GameObject.DontDestroyOnLoad(go);
m_Task = go.AddComponent<TaskBehaviour>();
}
static public Coroutine WaitTime(float time, UnityAction callback)
{
return m_Task.StartCoroutine(Coroutine(time, callback));
}
static public void CencelWait(ref Coroutine coroutine)
{
if (coroutine != null)
{
m_Task.StopCoroutine(coroutine);
coroutine = null;
}
}
static IEnumerator Coroutine(float time, UnityAction callback)
{
yield return new WaitForSeconds(time);
if (callback != null)
{
callback();
}
}
public class TaskBehaviour : MonoBehaviour { }
}