public void ForEachSceneEntity(Action <ISceneEntity> action) { lock (Events) { #if (!ISWIN) Events.Add(delegate() { m_sceneGraph.ForEachSceneEntity(action); }); #else Events.Add(() => m_sceneGraph.ForEachSceneEntity(action)); #endif } }
public void ForEachSceneEntity(Action <ISceneEntity> action) { AddAsyncEvent(() => m_sceneGraph.ForEachSceneEntity(action)); }
public void ForEachSceneEntity(Action <ISceneEntity> action) { m_sceneGraph.ForEachSceneEntity(action); }