public static void SetColliderRadius(this PropYSplashComponent self, float radius)
{
// 想在这里做个判断,根据判断结果取消下面调用的等待
self.SetSplashSpriteScale(radius).NoContext();
}
private static async ETTask SetSplashSpriteScale(this PropYSplashComponent self, float radius)
{
await GamePlayDataMgr.*Inst*.TimerComponent.Entity.WaitAsync(300);
// 想实现:在上面等待期间,如果提前取消了,就不执行下面这行代码
self.SplashSpriteTr.localScale = new Vector3(radius, radius, 1);
}