public static Unit CreateEmitObj(long id, GameObject go, UnitData unitData) { EmitObjUnitComponent unitComponent = Game.Scene.GetComponent <EmitObjUnitComponent>(); Unit unit = ComponentFactory.CreateWithId <Unit, GameObject>(id, go); if (!GlobalConfigComponent.Instance.networkPlayMode) { AddCollider(unit, unitData, true); } unit.AddComponent <EmitObjMoveComponent>(); unitComponent.Add(unit); return(unit); }
public override void Dispose() { if (this.IsDisposed) { return; } base.Dispose(); foreach (Unit unit in this.idUnits.Values) { unit.Dispose(); } this.idUnits.Clear(); Instance = null; }
public void Awake() { Instance = this; }