public void DealProcessList(Coocoo3DPhysics.Physics3DScene physics3DScene) { lock (this) { for (int i = 0; i < EntityLoadList.Count; i++) { Entities.Add(EntityLoadList[i]); EntityLoadList[i].boneComponent.AddPhysics(physics3DScene); } for (int i = 0; i < LightingLoadList.Count; i++) { Lightings.Add(LightingLoadList[i]); } for (int i = 0; i < EntityRemoveList.Count; i++) { EntityRemoveList[i].boneComponent.RemovePhysics(physics3DScene); Entities.Remove(EntityRemoveList[i]); } for (int i = 0; i < EntityRefreshList.Count; i++) { EntityRefreshList[i].boneComponent.RemovePhysics(physics3DScene); EntityRefreshList[i].boneComponent.AddPhysics(physics3DScene); } for (int i = 0; i < LightingRemoveList.Count; i++) { Lightings.Remove(LightingRemoveList[i]); } EntityLoadList.Clear(); LightingLoadList.Clear(); EntityRemoveList.Clear(); EntityRefreshList.Clear(); LightingRemoveList.Clear(); } }
public void DealProcessList(Coocoo3DPhysics.Physics3DScene physics3DScene) { lock (this) { for (int i = 0; i < EntityLoadList.Count; i++) { Entities.Add(EntityLoadList[i]); EntityLoadList[i].rendererComponent.AddPhysics(physics3DScene); } for (int i = 0; i < EntityRemoveList.Count; i++) { EntityRemoveList[i].rendererComponent.RemovePhysics(physics3DScene); Entities.Remove(EntityRemoveList[i]); } for (int i = 0; i < EntityRefreshList.Count; i++) { EntityRefreshList[i].rendererComponent.RemovePhysics(physics3DScene); EntityRefreshList[i].rendererComponent.AddPhysics(physics3DScene); } EntityLoadList.Clear(); EntityRemoveList.Clear(); EntityRefreshList.Clear(); for (int i = 0; i < gameObjectLoadList.Count; i++) { gameObjects.Add(gameObjectLoadList[i]); } for (int i = 0; i < gameObjectRemoveList.Count; i++) { gameObjects.Remove(gameObjectRemoveList[i]); } gameObjectLoadList.Clear(); gameObjectRemoveList.Clear(); } }