public static void Dump() { SpriteNodeBatchManager pMan = SpriteNodeBatchManager.privGetInstance(); Debug.Assert(pMan != null); pMan.basePrint(); }
public static void SetActive(SpriteNodeBatchManager pSBMan) { SpriteNodeBatchManager pMan = SpriteNodeBatchManager.privGetInstance(); Debug.Assert(pMan != null); Debug.Assert(pSBMan != null); SpriteNodeBatchManager.pActiveSBManager = pSBMan; }
public static void Destroy() { SpriteNodeBatchManager pMan = SpriteNodeBatchManager.privGetInstance(); Debug.Assert(pMan != null); // Do something clever here // track peak number of active nodes // print stats on destroy // invalidate the singleton }