解决了内存泄漏问题(BasicSplineJustFollow.Update中判断材质是否变更的方式有误)
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@@ -173,14 +173,6 @@ namespace Demo.Game
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if (MyMeshGenerator == null)
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return;
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base.UpdateTicks(currentTime, deltaTime, tickType);
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if (currentTime >= Entries[0].TimePoint && (tickType == TickType.Update))
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{
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if (MyLineMaterial != MyMeshRenderer.material)
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{
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MyMeshRenderer.material = MyLineMaterial;
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MyMeshGenerator.Rebuild();
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}
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}
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}
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public override Vector3 EvaluateClipFromPosition(float time)
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@@ -19,7 +19,7 @@ namespace Demo.Game
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protected override void UpdateTicks(float currentTime, float deltaTime, TickType tickType)
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{
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base.UpdateTicks(currentTime, deltaTime, tickType);
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//Updater?.Invoke();
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Updater?.Invoke();
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}
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/// <summary>
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@@ -42,7 +42,7 @@ namespace Demo.Game
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{
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var spline = self.SharedInterfaceScriptObject.FindWithPath(path, false);
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if (spline == null)
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yield return self.SharedInterfaceScriptObject.LoadSubScriptAsync(nameof(SplineCore), path, x => spline = x);
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yield return self.SharedInterfaceScriptObject.DoLoadSubScriptAsync(nameof(SplineCore), path, x => spline = x);
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if (spline is SplineCore sc)
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{
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self.MySplineCore = sc;
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@@ -160,7 +160,7 @@ namespace Demo.Game
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")]
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public IEnumerator LoadNode(string path)
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{
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yield return LoadSubScriptAsync(nameof(SplineNode), path, node =>
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yield return DoLoadSubScriptAsync(nameof(SplineNode), path, node =>
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{
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if (node is SplineNode _node)
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{
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@@ -61,7 +61,7 @@ namespace Demo.Game
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MySplineCore = FindWithPath(path, false) as SplineCore;
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if (MySplineCore == null)
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{
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yield return LoadSubScriptAsync(nameof(SplineCore), path, x =>
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yield return DoLoadSubScriptAsync(nameof(SplineCore), path, x =>
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{
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MySplineCore = x as SplineCore;
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});
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