void Update() { for (int l = 0; l < n_list.Count; l++) { HaveList list = n_list[l]; for (int i = 0; i < list.o_List.Count; i++) { ttt += Time.smoothDeltaTime; Action action = list.o_List[i]; if (action.n_update(Time.smoothDeltaTime) == true) { list.o_List.Remove(action); } break; } } }
void _updateAction() { for (int l = 0; l < n_list.Count; l++) { HaveList list = n_list[l]; if (list == null) { n_list.Remove(list); } else { for (int i = 0; i < list.o_List.Count;) { Action action = list.o_List[i]; if (action.n_update(Time.smoothDeltaTime) == true) { list.o_List.Remove(action); } break; } } } }
void Awake() { have = GetComponent <HaveList>(); GameMng.Data.n_list.Add(have); }
void Start() { have = GetComponent <HaveList>(); GameMng.Data.n_list.Add(have); _StartPos = transform.localPosition; }