Пример #1
0
    public virtual void Init()
    {
        state = CSceneState.Inited;

        //排除模拟层
        Camera.main.cullingMask &= ~(1 << LayerMask.NameToLayer("Simulate"));
        camTrans = Camera.main.transform.parent;
        //包含了player state在里面
        entsList    = new BaseEntity[CConstVar.MAX_ENTITIES_IN_SNAPSHOT + 1];
        cachedEnts  = new BaseEntity[CConstVar.MAX_ENTITIES_IN_SNAPSHOT + 1];
        curCachePos = -1;
    }
Пример #2
0
 public virtual void Dispose()
 {
     //data = null;
     state = CSceneState.Deactive;
 }