/// <summary> /// 接管场景中关注对象的FixedUpdate /// </summary> public override void FixedUpdate(float deltaTime) { if (CombatScheduler.CheckCombatIng() == true) { MouseDownInTheScene(); List <SceneObj> l = GetAllSceneObj(); for (int i = 0; i < l.Count; i++) { if (l[i] != null) { l[i].NDFixedUpdate(deltaTime); } } } }
/// <summary> /// 接管场景中关注对象的LateUpdate /// </summary> public override void LateUpdate(float deltaTime) { if (CombatScheduler.CheckCombatIng() == true) { List <SceneObj> l = GetAllSceneObj(); for (int i = 0; i < l.Count; i++) { if (l[i] != null) { l[i].NDLateUpdate(deltaTime); } } } CombatScheduler.Run(deltaTime); }