void LoadSceneCacheToScene(float time, bool updateNonMaterialAssets) { m_timePrev = m_time = time; m_sceneCache.preloadLength = m_preloadLength; #if UNITY_EDITOR ulong sceneGetBegin = Misc.GetTimeNS(); #endif // get scene SceneData scene = m_sceneCache.GetSceneByTime(m_time, m_interpolation); #if UNITY_EDITOR m_dbgSceneGetTime = Misc.NS2MS(Misc.GetTimeNS() - sceneGetBegin); #endif if (scene) { #if UNITY_EDITOR ulong sceneUpdateBegin = Misc.GetTimeNS(); #endif // update scene this.BeforeUpdateScene(); this.UpdateScene(scene, updateNonMaterialAssets); this.AfterUpdateScene(); #if UNITY_EDITOR SetSortEntities(false); if (m_config.Profiling) { m_dbgSceneUpdateTime = Misc.NS2MS(Misc.GetTimeNS() - sceneUpdateBegin); UpdateProfileReport(scene); } #endif } }
public void UpdatePlayer() { if (m_openRequested) { OpenCache(m_cacheFilePath.fullPath); } if (m_timeUnit == TimeUnit.Frames) { int offset = (int)m_baseFrame; m_frame = Mathf.Clamp(m_frame, offset, frameCount + offset); m_time = m_sceneCache.GetTime(m_frame - offset); } if (m_sceneCache) { if (m_time != m_timePrev) { m_timePrev = m_time; m_sceneCache.preloadLength = m_preloadLength; #if UNITY_EDITOR ulong sceneGetBegin = Misc.GetTimeNS(); #endif // get scene var scene = m_sceneCache.GetSceneByTime(m_time, m_interpolation); #if UNITY_EDITOR m_dbgSceneGetTime = Misc.NS2MS(Misc.GetTimeNS() - sceneGetBegin); #endif if (scene) { #if UNITY_EDITOR ulong sceneUpdateBegin = Misc.GetTimeNS(); #endif // update scene this.BeforeUpdateScene(); this.UpdateScene(scene); this.AfterUpdateScene(); #if UNITY_EDITOR this.sortEntities = false; if (m_config.Profiling) { m_dbgSceneUpdateTime = Misc.NS2MS(Misc.GetTimeNS() - sceneUpdateBegin); UpdateProfileReport(scene); } #endif } } else if (m_sceneCache.preloadLength != m_preloadLength) { m_sceneCache.preloadLength = m_preloadLength; m_sceneCache.Preload(m_sceneCache.GetFrame(m_time)); } } }
private void UpdatePlayer(bool updateNonMaterialAssets) { if (m_timeUnit == TimeUnit.Frames) { int offset = (int)m_baseFrame; m_frame = Mathf.Clamp(m_frame, offset, frameCount + offset); m_time = m_sceneCache.GetTime(m_frame - offset); } if (!m_sceneCache) { return; } if (m_time != m_timePrev) { m_timePrev = m_time; m_sceneCache.preloadLength = m_preloadLength; #if UNITY_EDITOR ulong sceneGetBegin = Misc.GetTimeNS(); #endif // get scene SceneData scene = m_sceneCache.GetSceneByTime(m_time, m_interpolation); #if UNITY_EDITOR m_dbgSceneGetTime = Misc.NS2MS(Misc.GetTimeNS() - sceneGetBegin); #endif if (scene) { #if UNITY_EDITOR ulong sceneUpdateBegin = Misc.GetTimeNS(); #endif // update scene this.BeforeUpdateScene(); this.UpdateScene(scene, updateNonMaterialAssets); this.AfterUpdateScene(); #if UNITY_EDITOR SetSortEntities(false); if (m_config.Profiling) { m_dbgSceneUpdateTime = Misc.NS2MS(Misc.GetTimeNS() - sceneUpdateBegin); UpdateProfileReport(scene); } #endif } } else if (m_sceneCache.preloadLength != m_preloadLength) { m_sceneCache.preloadLength = m_preloadLength; m_sceneCache.Preload(m_sceneCache.GetFrame(m_time)); } }
void LoadSceneCacheToScene(float time, bool updateNonMaterialAssets) { m_sceneCache.SetPreloadLength(m_preloadLength); #if UNITY_EDITOR ulong sceneGetBegin = Misc.GetTimeNS(); #endif SceneData scene = LoadSceneData(time, out m_frame); m_loadedTime = time; // get scene #if UNITY_EDITOR m_dbgSceneGetTime = Misc.NS2MS(Misc.GetTimeNS() - sceneGetBegin); #endif if (scene) { #if UNITY_EDITOR ulong sceneUpdateBegin = Misc.GetTimeNS(); #endif // update scene this.BeforeUpdateScene(); this.UpdateScene(scene, updateNonMaterialAssets); this.AfterUpdateScene(); #if UNITY_EDITOR SetSortEntities(false); if (m_config.Profiling) { m_dbgSceneUpdateTime = Misc.NS2MS(Misc.GetTimeNS() - sceneUpdateBegin); UpdateProfileReport(scene); } #endif } }