public override void DestroyBehaviour()
        {
            m_bNetAnswer = false;
            m_PathPos.Release();
            m_GotoBtn.onClick.RemoveAllListeners();

            if (m_AssetRes != null)
            {
                m_AssetRes.destroy();
                m_AssetRes = null;
            }

            DestroyPathPoint();
            DestroyPoint();
            MonsterTipsTrigger.onPointerDown -= LostMonsterTips;
            Game.GetInstance().SubscribeNetNotify(NetMsg.MSG_TEAM_MEMBER_POS, UpdateTeam);
            ClientEventMgr.Instance.UnsubscribeClientEvent((int)ClientEvent.TASK_CHANGED, UpdateNpcState);
            ClientEventMgr.Instance.UnsubscribeClientEvent((int)ClientEvent.CE_TEAM_INFO_CHANGED, UpdateRequsetTeam);
            ClientEventMgr.Instance.UnsubscribeClientEvent((int)ClientEvent.NEW_MINIMAP_SELECT_MONSTER_MINIMAPINFO, MonsterSelectChange);
            ClientEventMgr.Instance.UnsubscribeClientEvent((int)ClientEvent.CE_MINI_MAP_COM_POS, ClickMiniMapPos);
            ClientEventMgr.Instance.UnsubscribeClientEvent((int)ClientEvent.CE_ACTOR_PATH_POINTS_CHANGED, OnWalkPathChange);
            ClientEventMgr.Instance.UnsubscribeClientEvent((int)xc.ClientEvent.CE_WORLD_BOSS_UPDATE_BOSS_INFO_ALL, UpdateWorldBossState);
            m_PathPoints.Clear();
            base.DestroyBehaviour();
        }
Beispiel #2
0
    public float colliderSize;                                                                                          // Rail collider area (xyz)
    // Initialize the size of the rail by iterating through the waypoints
    void Start()
    {
        this.gameObject.tag = "Rail";                                                                           // Makes this object a Rail (for the lazy)
        int i;

        for (i = 0; i < this.transform.childCount; i++)
        {
            arrayRWP.Add(this.transform.GetChild(i).position);                                  // Add child to the list iteratively
            //this.transform.GetChild(i).gameObject.AddComponent()
            if (i < this.transform.childCount - 1)
            {
                rldists.Add(Vector3.Distance(this.transform.GetChild(i).position, this.transform.GetChild(i + 1).position));
                arrayRvec.Add(this.transform.GetChild(i + 1).position - this.transform.GetChild(i).position);
            }
        }
        railpos = arrayRWP.ToArray();                                                                           // Convert the list into a vector array
        arrayRWP.Release();
        rdists = rldists.ToArray();
        rldists.Release();
        railvecs = arrayRvec.ToArray();
        arrayRvec.Release();

        for (i = 0; i < this.transform.childCount - 1; i++)
        {
            makeColliders(i);
        }
    }
Beispiel #3
0
    public void Destroy()
    {
        // Go through both lists and destroy everything
        for (int i = 0; i < despawned.size; ++i)
        {
            if (despawned[i] != null)
            {
                GameObject.Destroy(despawned[i]);
                despawned[i] = null;
            }
        }

        for (int i = 0; i < spawned.size; ++i)
        {
            if (spawned[i] != null)
            {
                GameObject.Destroy(spawned[i]);
                spawned[i] = null;
            }
        }

        spawned.Release();
        despawned.Release();

        this.prefab    = null;
        this.spawnPool = null;

        BundleLoaderManager.Instance.UnloadAssetBundle(nBundleId, false);
    }
Beispiel #4
0
    void Awake()
    {
        delBtn         = transform.Find("DelButton").gameObject;
        mailScrollView = transform.Find("Outline/mailScrollView").gameObject;

        markedBtn = transform.Find("MarkedButton").gameObject;

        progressBar = transform.Find("Outline/ProgressBar").gameObject;


        UIEventListener.Get(delBtn).onClick = OnDelCliked;

        markedList.Release();

        updateMailTime = 10;

        EventDelegate.Add(progressBar.GetComponent <UIProgressBar> ().onChange, OnProgressChanged);

        InitMailBoxList();
    }
    public void ClearStocks()
    {
        int i = 0;

        for (int size = stocks.size; i < size; i++)
        {
            if (stocks[i].instantiatedObject != null)
            {
                Object.DestroyImmediate(stocks[i].instantiatedObject);
            }
        }
        stocks.Release();
    }
Beispiel #6
0
 private void UnloadAsync()
 {
     if (mLoadingReqs != null)
     {
         mLoadingReqs.Release();
         mLoadingReqs = null;
     }
     if (mDependItemPool != null)
     {
         mDependItemPool.UnLoadAll();
         mDependItemPool = null;
     }
 }
Beispiel #7
0
        public void Destroy()
        {
            RecycleState();

            if (mMachine != null)
            {
                mMachine.Destroy();

                ObjCachePoolMgr.Instance.RecycleCSharpObject(mMachine, ObjCachePoolType.MACHINE, mMachinePoolKey);

                mMachine = null;
            }

            mDestList.Release();
        }
Beispiel #8
0
    /// <summary>
    /// Destroy all draw calls we've created when this script gets disabled.
    /// </summary>

    void OnDisable()
    {
        for (int i = mDrawCalls.size; i > 0;)
        {
            UIDrawCall dc = mDrawCalls.buffer[--i];
            if (dc != null)
            {
                NGUITools.DestroyImmediate(dc.gameObject);
            }
        }
        mDrawCalls.Release();
        mChanged.Release();
#if OLD_UNITY
        mChildren.Clear();
#endif
    }
Beispiel #9
0
    void OnDestroy()
    {
        if (m_MeshRenderers != null)
        {
            for (var i = m_MeshRenderers.size - 1; i >= 0; i--)
            {
                Destroy(m_MeshRenderers[i].material);
            }
        }

        m_MeshRenderers.Release();
        m_MeshRenderers = null;

        if (m_SpriteManager != null)
        {
            m_SpriteManager.Release();
        }
    }
Beispiel #10
0
 private void OnDestroy()
 {
     //Debug.Log("<color=yellow> SpawnPool.OnDestroy: " + loadType + "</color>");
     if (prefabPools != null)
     {
         prefabPools.Release();
         prefabPools = null;
     }
     if (m_DelayDespawnCache != null)
     {
         m_DelayDespawnCache.Release();
         m_DelayDespawnCache = null;
     }
     if (m_Removes != null)
     {
         m_Removes.Release();
         m_Removes = null;
     }
 }
Beispiel #11
0
    private int railc;     // current collided rail collider


    void Awake()
    {
        int i, j;

        allRails = GameObject.FindGameObjectsWithTag("Rail");
        for (i = 0; i < allRails.Length; i++)
        {
            for (j = 0; j < allRails[i].transform.childCount - 1; j++)
            {
                vecLRails.Add(allRails[i].transform.GetChild(j + 1).position - allRails[i].transform.GetChild(j).position);
                posLRails.Add(allRails[i].transform.GetChild(j));
                //Debug.Log("railVecs: "+(Vector3)(allRails[i].transform.GetChild(j+1).position - allRails[i].transform.GetChild(j).position));
            }
        }
        vecRails = vecLRails.ToArray();
        vecLRails.Release();
        posRails = posLRails.ToArray();
        posLRails.Release();
    }
Beispiel #12
0
 public virtual void UnLoadAll()
 {
     if (m_Cache != null)
     {
         foreach (KeyValuePair <int, LoadedAssetBundle> kvp in m_Cache)
         {
             LoadedAssetBundle sab = kvp.Value;
             if (sab != null)
             {
                 sab.UnLoadAll();
             }
         }
         m_Cache.Clear();
         m_Cache = null;
     }
     if (m_Removes != null)
     {
         m_Removes.Release();
         m_Removes = null;
     }
 }
Beispiel #13
0
 public void Release()
 {
     m_DynamicSpriteDatas.Release();
 }