Esempio n. 1
0
        protected override void OnWorldSelected(World world)
        {
            if (world == World)
            {
                return;
            }

            if (Strategy != null)
            {
                EntityHierarchyDiffSystem.Unregister(this);
                Strategy.Dispose();
                Strategy = null;
            }

            World = world;
            if (World != null)
            {
                Strategy = new EntityHierarchyDefaultGroupingStrategy(world);
                EntityHierarchyDiffSystem.Register(this);
                m_EntityHierarchy.Refresh(this);
            }
            else
            {
                m_EntityHierarchy.Clear();
            }
        }
Esempio n. 2
0
        protected override void OnWorldSelected(World world)
        {
            if (world == World)
            {
                return;
            }

            State?.Dispose();
            GroupingStrategy?.Dispose();
            m_EntityHierarchyDiffer?.Dispose();

            State                   = null;
            GroupingStrategy        = null;
            m_EntityHierarchyDiffer = null;

            World = world;
            if (World != null)
            {
                // TODO: How do we instantiate the correct State/Strategy combination?
                // TODO: Should we even allow the State to be overridable by users?
                State            = new EntityHierarchyState(world);
                GroupingStrategy = new EntityHierarchyDefaultGroupingStrategy(world, State);

                m_EntityHierarchyDiffer = new EntityHierarchyDiffer(this, DisableDifferCooldownPeriod ? 0 : 16);
                m_EntityHierarchy.Refresh(this);
            }
            else
            {
                m_EntityHierarchy.Clear();
            }
        }