public void UpdateGameObjectsExecuteSet(UpdateGameObjectEventManagerExecute setExecute = UpdateGameObjectEventManagerExecute.None) { List <UpdateGameObject> addGameObjects = new List <UpdateGameObject>(); List <Vector3> addVec3s = new List <Vector3>(); for (int i = 0; i < updateGameObjects_.Count; ++i) { addGameObjects.Add(updateGameObjects_[i]); addVec3s.Add(endVec3s_[i]); } executeUpdateGameObjects_.Add(addGameObjects); executeEndVec3s_.Add(addVec3s); updateGameObjectEventManagerExecutes_.Add(setExecute); updateGameObjects_.Clear(); endVec3s_.Clear(); }
public void AllUpdateEventExecute(float timeRegulation = 0, t13.TimeFluctProcess timeFluctProcess = t13.TimeFluctProcess.Liner) { eventTimeRegulation_.Add(timeRegulation); eventTimeFluctProcesses_.Add(timeFluctProcess); updateGameObjectEventManager_.UpdateGameObjectsExecuteSet(updateGameObjectEventManagerExecute_); eventSpriteEventManager_.EventSpriteRenderersExecuteSet(eventSpriteRendererEventManagerExecute_); hpGaugePartsEventManager_.HpGaugesPartsExecuteSet(hpGaugePartsEventManagerExecute_); eventTextEventManager_.EventTextsExecuteSet(eventTextEventManagerExecute_); statusInfoPartsEventManager_.EventStatusInfosPartsExecuteSet(statusInfoPartsEventManagerExecute_); updateImageEventManager_.UpdateImageExecuteSet(updateImageEventManagerExecute_); sceneEvent_.func_add(AllUpdateEventExecuteEvent); updateGameObjectEventManagerExecute_ = UpdateGameObjectEventManagerExecute.None; eventSpriteRendererEventManagerExecute_ = EventSpriteRendererEventManagerExecute.None; hpGaugePartsEventManagerExecute_ = HpGaugePartsEventManagerExecute.None; eventTextEventManagerExecute_ = EventTextEventManagerExecute.None; statusInfoPartsEventManagerExecute_ = StatusInfoPartsEventManagerExecute.None; updateImageEventManagerExecute_ = UpdateImageEventManagerExecute.None; }
public UpdateGameObjectEventManagerExecuteState(UpdateGameObjectEventManagerExecute setState) { state_ = setState; }
public void UpdateGameObjectUpdateExecuteSet(UpdateGameObjectEventManagerExecute setExecute) { updateGameObjectEventManagerExecute_ = setExecute; }