记录一下新delay

using UnityEngine;
using System.Collections;
using UnityEditor;
using System.Collections.Generic;

public class Delay : MonoBehaviour {
	
	public float delayTime = 1.0f;
	private bool isDelayCallBack = false;
    private List<GameObject> gameObjects = new List<GameObject>(); 

	void OnEnable()
	{
        //find all animation
        Animator[] animators = gameObject.GetComponentsInChildren<Animator>();
        for (int i = 0; i < animators.Length; i++)
        {
            gameObjects.Add(animators[i].gameObject);
        }

        //
        if (!isDelayCallBack)
		{
			isDelayCallBack = true;
            for (int i = 0; i < gameObjects.Count; i++)
            {
                gameObjects[i].SetActive(false);
                Invoke("DelayFunc", delayTime);
            }

		}
	}

	void DelayFunc()
	{
        for (int i = 0; i < gameObjects.Count; i++)
        {
            gameObjects[i].SetActive(true);
        }
		isDelayCallBack = false;
	}

    public void SetDelay()
    {
        ParticleSystem[] ps = gameObject.GetComponentsInChildren<ParticleSystem>();
        for (int j = 0; j < ps.Length; j++)
        {
            var main = ps[j].main;
            main.startDelay = delayTime;
        }
    }
}

[CustomEditor(typeof(Delay))]
public class DelayEditor : Editor {
    public override void OnInspectorGUI()
    {
        serializedObject.Update();
        Delay delay = (Delay)target;
        delay.delayTime = EditorGUILayout.FloatField("DelayTime", delay.delayTime);
        if (GUILayout.Button("SetDelay"))
            delay.SetDelay();
    }
}

 

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