private void UpdateUnitFrameInfo(object obj) { for (int i = 0; i < sceneAssetsManager.playerList.Count; i++) { Player player = sceneAssetsManager.playerList[i]; UnitFrameView unitFrameView = sceneAssetsManager.unitFrameViewMap[player.myInfo.id]; unitFrameView.AddFrameInfo(player.unitFrameInfo); } }
void Update() { if (isRunning) { for (int i = 0; i < sceneAssetsManager.unitFrameViewList.Count; i++) { UnitFrameView unitFrameView = sceneAssetsManager.unitFrameViewList[i]; unitFrameView.DoUpdate(); } } }
public void OnDestroy() { for (int i = 0; i < playerList.Count; i++) { Player player = playerList[i]; player.Destroy(); } for (int i = 0; i < unitFrameViewList.Count; i++) { UnitFrameView unitFrameView = unitFrameViewList[i]; unitFrameView.Destroy(); } unitFrameViewMap.Clear(); unitFrameViewList = null; unitFrameViewMap = null; playerList = null; }
private void AddPlayer() { Debug.Log("AddPlayer..."); Player player = new Player(); BaseUnitInfo info = new BaseUnitInfo(); //TODO copy data from server and config player.Init(info); GameObject unitFrameShell = GameObject.CreatePrimitive(PrimitiveType.Cube); UnitFrameView unitFrameView = unitFrameShell.AddComponent <UnitFrameView>(); unitFrameView.myInfo = info; playerList.Add(player); unitFrameViewList.Add(unitFrameView); unitFrameViewMap.Add(info.id, unitFrameView); }
public void FireUnitFrameInfo(UnitFrameInfo unitInfo) { UnitFrameView unitFrameView = sceneAssetsManager.unitFrameViewMap[unitInfo.id]; unitFrameView.AddFrameInfo(unitInfo); }