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CallSequencer.cs
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using System;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Events;
public class CallSequencer {
private Dictionary<float, UnityAction> _callbacks;
private float _duration;
private float _currTimer = 0.0f;
private float _currTimerLastTick = 0.0f;
private bool _end = false;
private bool _liveProtect = false;
private List<float> _dirtyCalls;
public CallSequencer(float time, bool liveProtect)
{
_duration = time;
_liveProtect = liveProtect;
}
public bool IsPlaying
{
get
{
return _currTimer > 0;
}
}
public void Append(float time, UnityAction call)
{
if(IsPlaying && _liveProtect)
return;
if(_callbacks == null)
_callbacks = new Dictionary<float, UnityAction>();
_callbacks.Add(time, call);
if(IsPlaying)
{
if(_dirtyCalls == null)
_dirtyCalls = new List<float>();
_dirtyCalls.Add(time);
}
}
public void Reset()
{
_currTimer = 0.0f;
foreach(float t in _dirtyCalls)
{
_callbacks.Remove(t);
}
_end = false;
}
public void Tick(float dt)
{
if(_end)
return;
_currTimer += dt;
_currTimer = Mathf.Min(_currTimer, _duration);
if(_currTimer == _duration && _currTimer == _currTimerLastTick)
{
_end = true;
return;
}
if(_currTimer > _currTimerLastTick)
{
foreach(KeyValuePair<float, UnityAction> call in _callbacks)
{
if(_currTimer > call.Key && _currTimerLastTick < call.Key)
{
call.Value();
break;
}
}
_currTimerLastTick = _currTimer;
}
}
}