public void RemoveSceneCat(int id, bool immediatly = true) { // if (!_SceneUnitList.ContainsKey(id)) { return; } SceneUnit unit = _SceneUnitList[id]; unit.OnUnInit(immediatly); _SceneUnitList.Remove(id); }
public void CleanAll() { List <int> ids = new List <int>(_SceneUnitList.Keys); for (int i = ids.Count - 1; i >= 0; i--) { //foreach (int id in _SceneUnitList.Keys) { SceneUnit unit = _SceneUnitList[ids[i]]; unit.OnUnInit(false); _SceneUnitList.Remove(ids[i]); } }