using System;
using UnityEngine;
namespace SK.Framework
{
///
/// 时间轴事件
///
public class TimelineAction : AbstractAction
{
protected float beginTime;
protected float duration;
protected Action playAction;
public float currentTime;
protected override void OnInvoke()
{
//求得插值
float t = (currentTime - beginTime) / duration;
//钳制 0-1
t = Mathf.Clamp01(t);
playAction.Invoke(t);
}
public TimelineAction(float beginTime, float duration, Action playAction)
{
this.beginTime = beginTime;
this.duration = duration;
this.playAction = playAction;
}
}
}