private void EditorEditUpdateProcess(int _skewedTimeInMS) { if (Mgr <Scene> .Singleton._gameObjectList != null) { Scene curScene = Mgr <Scene> .Singleton; GameObjectList gameObjectList = Mgr <Scene> .Singleton._gameObjectList; gameObjectList.UpdateAdd(curScene); gameObjectList.UpdateRemove(curScene); } // if (Mgr<Scene>.Singleton._colliderList != null) { // Mgr<Scene>.Singleton._colliderList.UpdateRemove(); // } if (Mgr <Camera> .Singleton != null) { Mgr <Camera> .Singleton.EditorUpdate(_skewedTimeInMS); } if (Mgr <Scene> .Singleton._gameObjectList != null) { Mgr <Scene> .Singleton._gameObjectList.EditorUpdate(_skewedTimeInMS); } if (Mgr <Scene> .Singleton.m_shadowSystem != null) { Mgr <Scene> .Singleton.m_shadowSystem.Update(_skewedTimeInMS); } UpdateEditorEditCommend(_skewedTimeInMS); }
private void InGameUpdateProcess(int _skewedTimeInMS) { if (Mgr <Scene> .Singleton.GetPhysicsSystem() != null) { Mgr <Scene> .Singleton.GetPhysicsSystem().Update(_skewedTimeInMS); } if (Mgr <Scene> .Singleton._gameObjectList != null) { Scene curScene = Mgr <Scene> .Singleton; GameObjectList gameObjectList = Mgr <Scene> .Singleton._gameObjectList; gameObjectList.UpdateAdd(curScene); gameObjectList.UpdateRemove(curScene); } // if (Mgr<Scene>.Singleton._colliderList != null) { // Mgr<Scene>.Singleton._colliderList.UpdateRemove(); // } if (Mgr <Camera> .Singleton != null) { Mgr <Camera> .Singleton.Update(_skewedTimeInMS); } if (Mgr <CatProject> .Singleton.MotionDelegator != null) { Mgr <CatProject> .Singleton.MotionDelegator.Update(_skewedTimeInMS); } if (Mgr <Scene> .Singleton._gameObjectList != null) { Mgr <Scene> .Singleton._gameObjectList.Update(_skewedTimeInMS); } if (Mgr <Scene> .Singleton.m_shadowSystem != null) { Mgr <Scene> .Singleton.m_shadowSystem.Update(_skewedTimeInMS); } if (Mgr <CatProject> .Singleton.SoundManager != null) { Mgr <CatProject> .Singleton.SoundManager.Update(_skewedTimeInMS); } }