public void AddToGamePruningStructure() { MyGamePruningStructure.Add(this); foreach (var child in Hierarchy.Children) { child.Entity.AddToGamePruningStructure(); } }
public static void AddToGamePruningStructure(this MyEntity thisEntity) { if (thisEntity.Parent != null) { return; } //Debug.Assert(thisEntity.Parent == null,"Only top most entity should be in prunning structure"); MyGamePruningStructure.Add(thisEntity); //disabled for performance //to re enable this feature implement way to query hierarchy children //foreach (var child in thisEntity.Hierarchy.Children) // child.Container.Entity.AddToGamePruningStructure(); }
public static void AddToGamePruningStructure(this MyEntity thisEntity) { MyGamePruningStructure.Add(thisEntity); }