Пример #1
0
 private void Update()
 {
     this.CheckMats();
     if (this.oldMats != null && this.mats != null)
     {
         if (this.playingEffects != null && this.playingEffects.get_Count() > 0)
         {
             for (int i = 0; i < this.playingEffects.get_Count(); i++)
             {
                 SMaterialEffect_Base sMaterialEffect_Base = this.playingEffects.get_Item(i);
                 sMaterialEffect_Base.OnMeshChanged(this.oldMats, this.mats);
             }
         }
         this.oldMats = null;
     }
     if (this.playingEffects != null && this.playingEffects.get_Count() > 0)
     {
         for (int j = 0; j < this.playingEffects.get_Count(); j++)
         {
             SMaterialEffect_Base sMaterialEffect_Base2 = this.playingEffects.get_Item(j);
             if (sMaterialEffect_Base2.Update())
             {
                 sMaterialEffect_Base2.Release();
                 this.playingEffects.RemoveAt(j);
                 j--;
             }
         }
     }
 }
Пример #2
0
 private void Update()
 {
     this.CheckMats();
     if ((this.oldMats != null) && (this.mats != null))
     {
         if ((this.playingEffects != null) && (this.playingEffects.Count > 0))
         {
             for (int i = 0; i < this.playingEffects.Count; i++)
             {
                 this.playingEffects[i].OnMeshChanged(this.oldMats, this.mats);
             }
         }
         this.oldMats = null;
     }
     if ((this.playingEffects != null) && (this.playingEffects.Count > 0))
     {
         for (int j = 0; j < this.playingEffects.Count; j++)
         {
             SMaterialEffect_Base base3 = this.playingEffects[j];
             if (base3.Update())
             {
                 base3.Release();
                 this.playingEffects.RemoveAt(j);
                 j--;
             }
         }
     }
 }
Пример #3
0
 private void Update()
 {
     this.CheckMats();
     if ((this.playingEffects != null) && (this.playingEffects.Count > 0))
     {
         for (int i = 0; i < this.playingEffects.Count; i++)
         {
             SMaterialEffect_Base base2 = this.playingEffects[i];
             if (base2.Update())
             {
                 base2.Release();
                 this.playingEffects.RemoveAt(i);
                 i--;
             }
         }
     }
 }