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using System.Collections;
using UnityEngine;
public class EventSequence : MonoBehaviour
{
public bool playOnAwake = true;
public bool useTimeScale = true;
public DelayedEvent[] events;
private int level;
private void Start()
{
level = GetComponentInParent<AttackLevel>().attackLevel;
if (playOnAwake)
{
Go();
}
}
public void Go()
{
StartCoroutine(DoSequence());
}
private IEnumerator DoSequence()
{
for (int i = 0; i < events.Length; i++)
{
float num = 0f;
for (int i2 = 0; i2 < events[i].cycles + events[i].cyclesPerLvl * level; i2++)
{
num += events[i].delay;
if (num > TimeHandler.deltaTime)
{
if (useTimeScale)
{
yield return new WaitForSeconds(num);
}
else
{
yield return new WaitForSecondsRealtime(num);
}
num = 0f;
}
events[i].eventTrigger.Invoke();
}
}
}
}
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