public static void DestroyHActor(HActor hActor) { var gameObject = hActor.GameObject; HEvents <DestroyedGameObject> .AddEvent(new DestroyedGameObject(gameObject, hActor)); HCleanUp.Destroy(hActor); }
public static bool DestroyComponent <C>(HActor hActor) where C : HComponent { C component = null; if (!hActor.TryGetComponents <C>(out component)) { return(false); } HEvents <DestroyedComponent <C> > .AddEvent(new DestroyedComponent <C>(component, hActor)); HCleanUp <C> .Destroy(hActor, component); return(true); }
public static void Update() { foreach (var system in activeSystems) { #if UNITY_EDITOR if (system.enabled) { system.Update(); } #else system.Update(); #endif } HEvents.Invoke(); HCleanUp.CleanUp(); }
public static void Start() { activeSystems.Clear(); foreach (var system in _systems) { foreach (var hActor in HActors.hActors) { system.CreateBundle(hActor); } } HEvents.Start(); foreach (var system in activeSystems) { system.Start(); } HEvents.Invoke(); HCleanUp.CleanUp(); }