//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; } }
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; }