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; }
public virtual void Dispose() { //data = null; state = CSceneState.Deactive; }