unity下携程延时器

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

public class ScheduleOnce : UnitySingleton<ScheduleOnce>
{
    int id = 0;
    Dictionary<int, Coroutine> dic = new Dictionary<int, Coroutine>();
    public int AddSchedule(float time, Action<object> action,params object[] arr)
    {
        int name = id++;
        Coroutine coroutine = StartCoroutine(DelayFun(name, time, action,arr));
        dic.Add(name, coroutine);
        return id;
    }
    //携程函數
    IEnumerator DelayFun(int name, float time, Action<object> action, params object[] arr)
    {
        yield return new WaitForSeconds(time);
        action(arr);
        StopSchedule(name);
    }
    public int AddSchedule(float time, Action action)
    {
        int name = id++;
        Coroutine coroutine = StartCoroutine(DelayFun( name, time, action));
        dic.Add(name, coroutine);
        return id;
    }
    //携程函數
    IEnumerator DelayFun(int name, float time, Action action)
    {
        yield return new WaitForSeconds(time);
        action();
        StopSchedule(name);
    }
    public void StopSchedule(int name)
    {
        if (dic.ContainsKey(name))
        {
            StopCoroutine(dic[name]);
            dic.Remove(name);
        }
    }
}

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