void Remove(UInt16 id) { DynamicFrameSyncBehaviour behaviour = _behaviours[id]; _behaviours.Remove(id); DynamicFrameSyncBehaviourSpawner._Destroy(behaviour.gameObject); }
void Remove(DynamicFrameSyncBehaviour behaviour) { UInt16 id = behaviour.FrameSyncBehaviourID; _behaviours.Remove(id); DynamicFrameSyncBehaviourSpawner._Destroy(behaviour.gameObject); }
DynamicFrameSyncBehaviour Add(UInt16 index, UInt16 prefabId) { GameObject gameObject = DynamicFrameSyncBehaviourSpawner._Instantiate(prefabId); DynamicFrameSyncBehaviour behaviour = gameObject.AddComponent <DynamicFrameSyncBehaviour>(); behaviour._prefabIndex = prefabId; behaviour._id = index; _behaviours[index] = behaviour; return(behaviour); }
public DynamicFrameSyncBehaviourManager() { _behaviours = new SortedList <ushort, DynamicFrameSyncBehaviour>(); _bufferedNewBehaviours = new List <DynamicFrameSyncBehaviour>(); _bufferedRemovedBehaviours = new List <DynamicFrameSyncBehaviour>(); _nextDynamicBehaviourIndex = 1; DynamicFrameSyncBehaviourSpawner.Init(); DynamicFrameSyncBehaviourSpawner.OnGameObjectCreated += _behaviourSpawner_OnGameObjectCreated; DynamicFrameSyncBehaviourSpawner.OnGameObjectDestroyed += _behaviourSpawner_OnGameObjectDestroyed; }