Beispiel #1
0
 //记得在场景结束前调用
 //public static void clearList()
 //{
 //    //sBoardList.Clear();
 //}
 //void Awake()
 //{
 //    sBoardList.Add(gameObject);
 //}
 static void turnOffCollisionWithManager(zzSceneManager pSceneManager, Collider[] pColliders)
 {
     foreach (Transform lObject in pSceneManager)
     {
         var lObjectCollider = lObject.collider;
         foreach (var lCollider in pColliders)
         {
             Physics.IgnoreCollision(lObjectCollider, lCollider);
         }
     }
 }
 private void createUnitSceneManagerList()
 {
     unitSceneManagersList = new zzSceneManager[3][];
     foreach (var lRaceManagersInfo in objectRaceManagerInfo)
     {
         var lSceneManagersList = new zzSceneManager[(int)UnitManagerType.typeCount];
         foreach (var lManagersInfo in lRaceManagersInfo.managerInfos)
         {
             lSceneManagersList[(int)lManagersInfo.managerType] = lManagersInfo.sceneManager;
         }
         unitSceneManagersList[(int)lRaceManagersInfo.race] = lSceneManagersList;
     }
 }
Beispiel #3
0
 void turnOffCollisionWithManager(zzSceneManager pSceneManager)
 {
     turnOffCollisionWithManager(pSceneManager, boardColliders);
 }
 void createMapManagerList()
 {
     //var lMapManagerInfos = new MapManagerInfo[(int)MapManagerType.typeCount];
     var lMapManagerData = new zzSceneManager[(int)MapManagerType.typeCount];
     foreach (var lMapManagerInfo in mapManagerInfos)
     {
         lMapManagerData[(int)lMapManagerInfo.managerType] = lMapManagerInfo.sceneManager;
     }
     mapManagerList = lMapManagerData;
 }