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27 lines
651 B
C#

3 weeks ago
3 weeks ago
using UnityEngine;
using System.Threading;
using System.Threading.Tasks;
public static class Base
{
public const float Threshold = 0.01f;
public static float ClampAngle(float lfAngle, float lfMin, float lfMax)
{
if (lfAngle < -360f) lfAngle += 360f;
if (lfAngle > 360f) lfAngle -= 360f;
return Mathf.Clamp(lfAngle, lfMin, lfMax);
}
}
public static class Tasks
{
public static async Task<bool> Delay(float delay, CancellationToken cancellationToken = default)
{
await Task.Delay((int)(delay * 1000f), cancellationToken);
return Application.isPlaying;
}//Delay() end
}//class end