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//Add or GetComponent\nactionCon.Set(\n    // Write the function you want to execute.\n    // new EA_Function1(),\n    // new EA_Function2(),\n    // ...\n).BeginAction();\n```\n\n## EA_Functions\n* EA_Function_Standard\n```cs\nA_WaitForSeconds(float time)\nA_WaitUntil(System.Func\u003cbool\u003e condition)\nA_Destroy(GameObject gameObject = null)\nA_DebugLog(string message)\nA_Action(System.Action action)\nA_Action(System.Action\u003cIEntityActionCon\u003e action)\nA_Coroutine(bool asyn, System.Func\u003cIEnumerator\u003e enumerator)\nA_Coroutine(bool asyn, System.Func\u003cIEntityActionCon, IEnumerator\u003e enumerator)\n\nA_ChainFunction(bool asyn, params EA_IFunction[] functions)\nA_LoopFunction(bool asyn, Func\u003cbool\u003e condition, params EA_IFunction[] functions)\nA_LoopFunction(bool asyn, int count, params EA_IFunction[] functions)\nA_LoopFunction(bool asyn, Func\u003cbool\u003e condition, int count, bool and, params EA_IFunction[] functions)\n```\n* EA_Function_Entity3D\n```cs\nA_Movement(bool asyn, Vector3 pos, float duration)\nA_Movement(bool asyn, Vector3 pos, float duration, bool addPos = false, bool speedBase = false)\nA_Movement(bool asyn, Vector3? beginPos, Vector3 pos, float duration, bool addPos = false, bool speedBase = false)\nA_MovementSin(bool asyn, Vector3 pos, float amplitude, float frequency, float time, Vector3 upwards)\nA_MovementSin(bool asyn, Vector3? beginPos, Vector3 pos, float amplitude, float frequency, float time, Vector3 upwards)\nA_Shot(bool asyn, GameObject ShotPrefab, int num, float span, params LaunchInfo[] launchInfos)\n```\n* [EA_Function_Curve](https://github.com/kuritaro1122/EA_Functions_Curve/)\n```\nA_MovementCurve(bool asyn, ICurve curve, float duration, bool speedBase = false, bool localPos = false, bool localRot = false)\n```\n\n## EA_IFunction (Interface)\n```cs\nIEnumerator IGetFunction(IFunctionExecutor executor)\nbool IGetAsyn()\nvoid ISetEntityActionCon(IEntityActionCon actionCon)\n```\n\n# Contains\n\n\u003c!--## Inspector\n\n--\u003e\n\n## Public Variable\n```cs\nbool Running { get; }\n```cs\n## Public Function\n```cs\nFunctionExecutor Set(params EA_IFunction[] functions)\nFunctionExecutor Set(params FE_IFunction[] functions)\nFunctionExecutor ResetAll()\nCoroutine BeginAction()\nMonoBehaviour IGetMonoBehaviour()\nEntityStatus IGetEntityStatus()\nRigidBody IGetRigidBody()\n```\n\n# Note\n\n* bool asynをtrueにすると、前の命令の終了を待たずに実行されます。\n* 新たな命令を追加したい場合には、A_ActionやA_Coroutineを使うか、EA_IFunctionを継承したクラスを作ってください。\n\n# License\n\n\"EntityActionCon\" is under [MIT license](https://en.wikipedia.org/wiki/MIT_License).\n","project_url":"https://awesome.ecosyste.ms/api/v1/projects/github.com%2Fkuritaro1122%2Fentityactioncon","html_url":"https://awesome.ecosyste.ms/projects/github.com%2Fkuritaro1122%2Fentityactioncon","lists_url":"https://awesome.ecosyste.ms/api/v1/projects/github.com%2Fkuritaro1122%2Fentityactioncon/lists"}