// ========================================================================== // /* protected - Override & Unity API */ public override void OnUpdate(float fTimeScale_Individual) { base.OnUpdate(fTimeScale_Individual); float fTime = Time.time; for (int i = 0; i < _listCommandExecuter.Count; i++) { ICommandExecuter pExecuter = _listCommandExecuter[i]; if (pExecuter.p_bEnableExecuter == false) { continue; } listCommandExecute.Clear(); pExecuter.ICommandExecuter_Update(ref listCommandExecute); //var listCommand = pExecuter.ICommandExecuter_GetLastExecute_CommandList(); //if (listCommand.Count == 0) // continue; //for (int j = 0; j < listCommand.Count; j++) // _listCommandExcuted.Add(new CommandExcuted(pExecuter, listCommand[i], fTime)); } }