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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System;
namespace DisComputer
{
public class CommonTool
{
/// <summary>
/// 获取零件名称
/// </summary>
/// <param name="type"></param>
/// <returns></returns>
public static string GetSpareName(SpareType type)
{
string name = "";
switch (type)
{
case SpareType.Cpu:
name = "CPU";
break;
case SpareType.DianYuan:
name = "电源";
break;
case SpareType.GuangQu:
name = "光驱";
break;
case SpareType.JiXiang:
name = "机箱";
break;
case SpareType.NeiCun:
name = "内存";
break;
case SpareType.Null:
name = "";
break;
case SpareType.XianKa:
name = "显卡";
break;
case SpareType.YingPan:
name = "硬盘";
break;
case SpareType.ZhuBan:
name = "主板";
break;
}
return name;
}
/// <summary>
/// 创建等待
/// </summary>
/// <param name="mono"></param>
/// <param name="delay"></param>
/// <param name="action"></param>
public static void WaitTimeAfterDo(MonoBehaviour mono,float delay,System.Action action)
{
if (!_WaitDic.ContainsKey(delay.ToString()))
{
_WaitDic.Add(delay.ToString(), delay);
mono.StartCoroutine(StartWait(delay, action));
}
else
{
}
}
private static Dictionary<string, float> _WaitDic = new Dictionary<string, float>();
static IEnumerator StartWait(float delay,Action action)
{
yield return new WaitForSeconds(delay);
if(_WaitDic.ContainsKey(delay.ToString()))
{
_WaitDic.Remove(delay.ToString());
}
action?.Invoke();
}
}
}