fix: Fix incorrect pooling logic in multi-line renderer

This commit is contained in:
2025-02-19 21:51:31 +08:00
parent 4c812db03a
commit 7bfe335c13

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@@ -48,11 +48,13 @@ namespace Cryville.EEW.Unity.Map {
_segments.Add(segment = Instantiate(m_lineRendererPrefab, transform, false).GetComponent<LineRenderer>()); _segments.Add(segment = Instantiate(m_lineRendererPrefab, transform, false).GetComponent<LineRenderer>());
} }
else { else {
segment = _segments[_segmentIndex++]; segment = _segments[_segmentIndex];
segment.gameObject.SetActive(true); segment.gameObject.SetActive(true);
} }
_segmentIndex++;
segment.SetPositions(positions, index, length); segment.SetPositions(positions, index, length);
segment.Width = m_width; segment.Width = m_width;
segment.TilingScale = m_tilingScale;
} }
public void Clear() { public void Clear() {
for (int i = 0; i < _segmentIndex; i++) { for (int i = 0; i < _segmentIndex; i++) {