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//Add or GetComponent\nexecutor.Set(\n    // Write the function you want to execute.\n    // new FE_Function1(),\n    // new FE_Function2(),\n    // ...\n).BeginAction();\n```\n## FE_Functions\n```\nF_WaitForSeconds(float time)\nF_WaitUntil(System.Func\u003cbool\u003e condition)\nF_Destroy(GameObject gameObject = null)\nF_DebugLog(string message)\nF_Action(System.Action action)\nF_Action(System.Action\u003cIFunctionExecutor\u003e action)\nF_Coroutine(bool asyn, System.Func\u003cIEnumerator\u003e enumerator)\nF_Coroutine(bool asyn, System.Func\u003cIFunctionExecutor, IEnumerator\u003e enumerator)\n\nF_ChainFunction(bool asyn, params FE_IFunction[] functions)\nF_LoopFunction(bool asyn, Func\u003cbool\u003e condition, params FE_IFunction[] functions)\nF_LoopFunction(bool asyn, int count, params FE_IFunction[] functions)\nF_LoopFunction(bool asyn, Func\u003cbool\u003e condition, int count, bool and, params FE_IFunction[] functions)\n```\n## FE_IFunction (Interface)\n```\nIEnumerator IGetFunction(IFunctionExecutor executor)\nbool IGetAsyn()\n```\n\n# Contains\n\n\u003c!--## Inspector\n\n--\u003e\n\n## Public Variable\n```\nbool Running { get; }\n```\n## Public Function\n```\nFunctionExecutor Set(params FE_IFunction[] functions)\nFunctionExecutor ResetAll()\nCoroutine BeginAction()\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、F_ActionやF_Coroutineを使うか、FE_IFunctionを継承したクラスを作ってください。\n\n# License\n\n\"FunctionExecutor\" is under [MIT license](https://en.wikipedia.org/wiki/MIT_License).\n","project_url":"https://awesome.ecosyste.ms/api/v1/projects/github.com%2Fkuritaro1122%2Ffunctionexecuter","html_url":"https://awesome.ecosyste.ms/projects/github.com%2Fkuritaro1122%2Ffunctionexecuter","lists_url":"https://awesome.ecosyste.ms/api/v1/projects/github.com%2Fkuritaro1122%2Ffunctionexecuter/lists"}