internal static void AddIniterObject(S_IniterObject _initerObject) { if (!_OnScene.Contains(_initerObject)) { _OnScene.Add(_initerObject); } }
internal static void RemoveIniterObject(S_IniterObject _initerObject) { if (_OnScene.Contains(_initerObject) && !_isQuited) { _OnScene.Remove(_initerObject); S_IniterObject _obj = Instantiate(_initerObject, _initerObject.transform.position, _initerObject.transform.rotation); _obj.name = _initerObject.name; _obj.gameObject.SetActive(true); } }
private void Init() { S_IniterObject[] _InScene = FindObjectsOfType <S_IniterObject>(); for (int i = 0; i < _IniterPrefabs.Length; i++) { bool _isFounded = false; for (int j = 0; j < _InScene.Length; j++) { if (_InScene[j].m_Hash == _IniterPrefabs[i].m_Hash) { AddIniterObject(_InScene[j]); _isFounded = true; break; } } if (!_isFounded) { S_IniterObject _obj = Instantiate(_IniterPrefabs[i], Vector3.zero, Quaternion.identity); _obj.name = _IniterPrefabs[i].name; } } }