//-------------------------------------------------------------------------------------------------------------------------------------------- // 旋转 #region 在普通更新中用关键帧旋转物体,与物理更新的函数不能混用,否则效果会混合 public static void ROTATE_FIXED_OBJECT(MovableObject obj, bool lockRotation = true) { CommandMovableObjectRotateFixed cmd = mCommandSystem.newCmd <CommandMovableObjectRotateFixed>(false, false); cmd.mActive = lockRotation; mCommandSystem.pushCommand(cmd, obj); }
//-------------------------------------------------------------------------------------------------------------------------------------------- // 旋转 #region 在普通更新中用关键帧旋转物体,与物理更新的函数不能混用,否则效果会混合 public static void ROTATE_FIXED_OBJECT(MovableObject obj, bool lockRotation = true) { CommandMovableObjectRotateFixed cmd = newCmd(out cmd, false, false); cmd.mActive = lockRotation; pushCommand(cmd, obj); }