示例#1
0
    // Use this for initialization
    void Start()
    {
        pl.Init();
        ep.Init();
        ep.Allocate(0, 2048);
        ep.Allocate(1, 512);
        EnemyManager.gi.Init();
        EnemyManager.gi.AllocEO(0, 512);
        EnemyManager.gi.AllocEO(1, 64);
        // EnemyManager.gi.AllocVO(0, 512);
        // EnemyManager.gi.AllocVO(1, 64);
        crManager.Init();
        crManager.Allocate(0, 256);
        bgEff.Allocate(256);
        EnemyBurn.InitAliveCnt();

        for (int i = 0; i < 900; ++i)
        {
            BGProc();
        }

        //
        memSpaceAlloc = null;
        System.GC.Collect(2);
        System.GC.WaitForPendingFinalizers();

        // Shader.WarmupAllShaders();
    }
示例#2
0
    private void Awake()
    {
        if (!StartScrScript.useEffect)
        {
            postProcessingV2.enabled = false;
        }
        Camera.main.depthTextureMode |= DepthTextureMode.Depth;

        EnemyBurn.InitAliveCnt();

        isGameOver  = false;
        isBossStage = false;
        fc.gameObject.SetActive(true);

        if (InitStatic)
        {
            MoveTranslate.InitStaticPool();
            // MoveTranslate.GP.Allocate(32);

            MoveAddPos.InitStaticPool();
            MoveAddPos.GP.Allocate(512);
            MoveAddPosStop.InitStaticPool();
            MoveAddPosStop.GP.Allocate(32);
            MoveAddPosExt.InitStaticPool();
            MoveAddPosExt.GP.Allocate(32);

            EBul01.InitStaticPool();
            EBul01.GP.Allocate(32);
            EBul02.InitStaticPool();
            EBul02.GP.Allocate(4);
            EBul03.InitStaticPool();
            EBul03.GP.Allocate(32);
            EBul04.InitStaticPool();
            EBul04.GP.Allocate(1);
            EBul05.InitStaticPool();
            EBul05.GP.Allocate(1);
            EBul06.InitStaticPool();
            EBul06.GP.Allocate(1);
            InitStatic = false;
        }

        memSpaceAlloc = new int[8192];
    }