Beispiel #1
0
    private void OnDisable()
    {
        //取消订阅成功事件
        Event.Unsubscribe(ShowEntitySuccessEventArgs.EventId, OnShowEntitySuccess);
        Event.Unsubscribe(ShowEntityFailureEventArgs.EventId, OnShowEntityFailure);

        Event.Unsubscribe(UnityGameFramework.Runtime.WebRequestSuccessEventArgs.EventId, OnWebRequestSuccess);
        Event.Unsubscribe(UnityGameFramework.Runtime.WebRequestFailureEventArgs.EventId, OnWebRequestFailure);

        //Event.Unsubscribe(LoadDataTableSuccessEventArgs.EventId, OnLoadDataTableSuccess);
        //Event.Unsubscribe(LoadDataTableFailureEventArgs.EventId, OnLoadDataTableFailure);
    }
Beispiel #2
0
        protected override void OnLeave(ProcedureOwner procedureOwner, bool isShutdown)
        {
            base.OnLeave(procedureOwner, isShutdown);

            UIComponent UI = UnityGameFramework.Runtime.GameEntry.GetComponent <UIComponent>();

            UI.CloseUIForm(mUIId);

            //取消订阅成功事件
            Event.Unsubscribe(OpenUIFormSuccessEventArgs.EventId, OnOpenUIFormSuccess);
            Event.Unsubscribe(OpenUIFormFailureEventArgs.EventId, OnOpenUIFormFailure);
        }
        /// <summary>
        /// 关闭并清理网络频道辅助器。
        /// </summary>
        public void Shutdown()
        {
            // 获取框架事件组件
            EventComponent Event
                = UnityGameFramework.Runtime.GameEntry.GetComponent <EventComponent>();

            Event.Unsubscribe(UnityGameFramework.Runtime.NetworkConnectedEventArgs.EventId, OnNetworkConnected);
            Event.Unsubscribe(UnityGameFramework.Runtime.NetworkClosedEventArgs.EventId, OnNetworkClosed);
            Event.Unsubscribe(UnityGameFramework.Runtime.NetworkMissHeartBeatEventArgs.EventId, OnNetworkMissHeartBeat);
            Event.Unsubscribe(UnityGameFramework.Runtime.NetworkErrorEventArgs.EventId, OnNetworkError);
            Event.Unsubscribe(UnityGameFramework.Runtime.NetworkCustomErrorEventArgs.EventId, OnNetworkCustomError);

            m_NetworkChannel = null;
        }
    protected override void OnLeave(ProcedureOwner procedureOwner, bool isShutdown)
    {
        base.OnLeave(procedureOwner, isShutdown);

        //取消订阅UI加载成功事件
        Event.Unsubscribe(OpenUIFormSuccessEventArgs.EventId, OnOpenUIFormSuccess);

        if (m_UIMenu != null)
        {
            //关闭UIForm
            UI.CloseUIForm(m_UIMenu.UIForm);
            m_UIMenu = null;
        }
    }
        void Unsubscribe <TData>(Action <EventContext <TData> > action)
            where TData : class
        {
            if (!m_Callbacks.TryGetValue(typeof(TData), out var callbacks))
            {
                return;
            }

            callbacks.RemoveAll(x => x == Unsafe.As <Action <EventContext <object> > >(action));

            if (callbacks.Count == 0)
            {
                m_Callbacks.Remove(typeof(TData));
                m_Event.Unsubscribe <TData>();
            }
        }
Beispiel #6
0
 public static void Unsubscribe(this EventComponent eventComponent, EventId eventId, EventHandler <GameEventArgs> handler)
 {
     eventComponent.Unsubscribe((UnityGameFramework.Runtime.EventId)eventId, handler);
 }