public void AddSystem(int systemid) { var system = SystemFactory.mIns.Create(systemid); if (system != null) { if (system is IEmojiStructSystem <TextCotext> ) { IEmojiStructSystem <TextCotext> essystem = system as IEmojiStructSystem <TextCotext>; int code = essystem.Init(ref Context); if (code != 0) { #if UNITY_EDITOR Debug.LogErrorFormat("Init Code {0} in {1}", (EmojiErrorCode)code, essystem); #endif } } _systems.Add(system); } else { #if UNITY_EDITOR Debug.LogErrorFormat("missing {0}", system); #endif } }
public void DoUpdate(EmojiEvent uievent) { if (_systems != null) { for (int i = 0; i < _systems.Count; i++) { var sy = _systems[i]; if (sy is IEmojiStructSystem <TextCotext> ) { IEmojiStructSystem <TextCotext> essystem = sy as IEmojiStructSystem <TextCotext>; int code = essystem.DoStep(ref Context, uievent); if (code != 0) { #if UNITY_EDITOR Debug.LogErrorFormat("DoStep Code {0} in {1}", (EmojiErrorCode)code, essystem); #endif } } } } }