public void FreeSSAction(SSAction action) { SSAction obj = null; int key = action.GetInstanceID(); if (beUsed.ContainsKey(key)) { obj = beUsed[key]; } if (obj != null) { obj.reset(); free.Add(obj); beUsed.Remove(key); } }
public void FreeSSAction(SSAction action) { SSAction temp = null; int id = action.GetInstanceID(); if (used.ContainsKey(id)) { temp = used[id]; } if (temp != null) { temp.reset(); free.Add(temp); used.Remove(id); } }
public void FreeSSAction(SSAction action) { SSAction tmp = null; int key = action.GetInstanceID(); if (used.ContainsKey(key)) { tmp = used[key]; } if (tmp != null) { tmp.reset(); free.Add(tmp); used.Remove(key); } }
public void FreeSSAction(SSAction action) { SSAction tmp = null; foreach (SSAction i in used) { if (action.GetInstanceID() == i.GetInstanceID()) { tmp = i; } } if (tmp != null) { tmp.reset(); free.Add(tmp); used.Remove(tmp); } }
public void FreeSSAction(SSAction action) //回收used中的动作,重新放入free { SSAction temp = null; foreach (SSAction i in used) { if (i.gameobject.GetInstanceID() == action.GetInstanceID()) { temp = i; } } if (temp != null) { temp.reset(); free.Add(temp); used.Remove(temp); } }
public void releaseSSACtion(SSAction action) { SSAction ssa = null; foreach (SSAction i in used) { if (action.GetInstanceID() == i.GetInstanceID()) { ssa = i; } } if (ssa != null) { ssa.reset(); unused.Add(ssa); used.Remove(ssa); } }