protected override void OnUpdate(float time) { if (!mStop && !CutsceneSequencePlayer.isPause()) { CutsceneSequencePlayer.PauseCurrentCutscene(); } }
protected virtual void DoUpdate() { if (!mStop && !CutsceneSequencePlayer.isPause()) { CutsceneSequencePlayer.PauseCurrentCutscene(); } if (_SetActive) { //判断当前的场景是否为active 场景 Scene activeScene = SceneManager.GetActiveScene(); if (activeScene != null && activeScene.name.Equals(_ActiveSceneName)) { _SetActive = false; OnSceneChanged(activeScene, activeScene); } } }