public void UpdateIntervalProcess(float fElapsedTime, int iIDModelUnit) { if (false == m_bWorkprocessInterval) { return; } Vector3 v3respawn; for (int iIt = 0; iIt < m_listInterval.Count; ++iIt) { cintervalinfo intervalInfoCurr = m_listInterval[iIt]; if (intervalInfoCurr.IntervalTime(fElapsedTime) == true) { for (int irespawn = 0; irespawn < intervalInfoCurr._icountRespawn; ++irespawn) { v3respawn = GetStartTriangleRandomPosition(m_tricollector, intervalInfoCurr._iIdxTriInterval); newUnitWalkingModel(v3respawn, iIDModelUnit, randomUnitWalkingVisual); } } } }
public void newIntervalConstantly(int iTriIdxInterval, int icountRespawn, float fTimeInterval, Vector3 v3Position) { cintervalinfo intervalInfo = new cintervalinfo(iTriIdxInterval, icountRespawn, fTimeInterval, v3Position); m_listInterval.Add(intervalInfo); }