/// <summary> /// 销毁 /// </summary> public void Dispose() { ObjectPool.Release(ref _resCollection); _data = null; _tree = null; _resLoaded = false; }
/// <summary> /// 初始化 /// </summary> public void Init(SceneTree tree, SceneTreeNodeObjectData data, int idxPrefab) { _tree = tree; _data = data; _idxPrefab = idxPrefab; if (_tree.data.objType == SceneTreeObjType.Renderer && !_data.lods[0].resCollection.isEmpty) { _resCollection = ObjectPool.New <ResCollection>(); _resCollection.Init(_data.lods[0].resCollection); } }