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using System.Collections;
using UnityEngine;
using UnityEngine.Events;
public class DelayEvent : MonoBehaviour
{
public UnityEvent delayedEvent;
public float time = 1f;
public bool auto;
public bool repeating;
public bool usedTimeScale = true;
private void Start()
{
CodeAnimation componentInParent = GetComponentInParent<CodeAnimation>();
if ((bool)componentInParent)
{
time /= componentInParent.animations[0].animationSpeed;
}
if (auto)
{
Go();
}
}
public void Go()
{
StartCoroutine(DelayEventCall());
}
private IEnumerator DelayEventCall()
{
yield return 1;
if (usedTimeScale)
{
yield return new WaitForSeconds(time);
}
else
{
yield return new WaitForSecondsRealtime(time);
}
if (base.enabled)
{
delayedEvent.Invoke();
if (repeating)
{
Go();
}
}
}
public void DoEvent()
{
StopAllCoroutines();
delayedEvent.Invoke();
}
}
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