using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; namespace TinaX.Tween.Components { public abstract class PingPongTweenRxComponentBase : TweenRxComponentBase, IPingPong { #region Editor Variables //暴露给编辑器的可配置变量 public bool _PingPong = false; public float _PingPongDelay = 0f; public float _PongDelay = 0f; #endregion public bool PingPong { get => _PingPong; set => _PingPong = value; } public float PingPongDelay => _PingPongDelay; public float PongDelay => _PongDelay; public Action OnPing { get; set; } public Action OnPong { get; set; } public Action OnPingPong { get; set; } } public abstract class PingPongTweenRxComponentBase : TweenRxComponentBase, IPingPong where TTarget: UnityEngine.Object { #region Editor Variables //暴露给编辑器的可配置变量 public bool _PingPong = false; public float _PingPongDelay = 0f; public float _PongDelay = 0f; #endregion public bool PingPong { get => _PingPong; set => _PingPong = value; } public float PingPongDelay => _PingPongDelay; public float PongDelay => _PongDelay; public Action OnPing { get; set; } public Action OnPong { get; set; } public Action OnPingPong { get; set; } //两个时间统一弄个变量出来存起来 protected TimeSpan TimeSpan_PingPongDelay; protected TimeSpan TimeSpan_PongDelay; } }