Пример #1
0
 private void OnDestroy()
 {
     transformArray.Dispose();
     SceneController.Dispose();
     loadingThread.Dispose();
     current = null;
 }
Пример #2
0
 public void Init(PipelineResources resources)
 {
     if (current != null)
     {
         Debug.LogError("GPU RP Scene should be singleton!");
         return;
     }
     current = this;
     SceneController.Awake(resources, clusterResources);
 }
 private void Awake()
 {
     if (current != null)
     {
         Debug.LogError("GPU RP Scene should be singleton!");
         Destroy(this);
         return;
     }
     current = this;
     SceneController.Awake(resources, mapResources);
 }
Пример #4
0
 private void Awake()
 {
     if (current != null)
     {
         Debug.LogError("GPU RP Scene should be singleton!");
         Destroy(this);
         return;
     }
     current = this;
     SceneController.Awake(resources, resolution, texArrayCapacity, lightmapAtlasSize, lightmapCapacity, propertyCapacity, mapResources);
 }
Пример #5
0
        private void Awake()
        {
            if (current != null)
            {
                Debug.LogError("GPU RP Scene should be singleton!");
                Destroy(this);
                return;
            }
            current = this;
            SceneController.Awake(resources, resolution, texArrayCapacity, lightmapAtlasSize, lightmapCapacity, propertyCapacity, mapResources);
            loadingThread = new LoadingThread();
            int length = 0;

            Count(transformParents, ref length);
            transformArray = new TransformAccessArray(length, 32);
            SetBuffer(transformParents, transformArray);
        }
Пример #6
0
 public void Dispose()
 {
     SceneController.Dispose();
     current = null;
 }
 private void OnDestroy()
 {
     SceneController.Dispose();
     current = null;
 }