Beispiel #1
0
            void UseDestroyForMonoBehaviours()
            {
                // cube primitive is created.
                GameObject gameCube = GameObject.CreatePrimitive(PrimitiveType.Cube);
                // the MonoBehaviour that scales the cube when the event is called
                // then destroys itself once countdown is less than 0
                UsesOnDestroy monoDestroyer = gameCube.AddComponent <UsesOnDestroy>();

                // dispatcher will call the event that the self destroying MonoBehaviour
                // is listening to.
                DestroyEventDispatcher destroyDispatcher = new DestroyEventDispatcher();

                // the event dispatcher is assigned to the MonoBehaviour
                monoDestroyer.AssignListenerUpdater(destroyDispatcher);

                // there will be a cube for a moment after start
                // but it's destroyed almost right away.
                destroyDispatcher.CallUpdateListenerEvent();
            }
Beispiel #2
0
            /* * * * * * * * * * * * * * * * *
            * Section 7.17.3 The Ugly Truth *
            * * * * * * * * * * * * * * * * */

            void UseDestroyTooMuch()
            {
                GameObject             gameCube          = GameObject.CreatePrimitive(PrimitiveType.Cube);
                UsesOnDestroy          monoDestroyer     = gameCube.AddComponent <UsesOnDestroy>();
                DestroyEventDispatcher destroyDispatcher = new DestroyEventDispatcher();

                monoDestroyer.AssignListenerUpdater(destroyDispatcher);

                // Calling the event 100 times.
                destroyDispatcher.CallUpdateListenerEventTooManyTimes();
                // it should be gone, but it's still listening?
                destroyDispatcher.UpdateListenerEvent -= monoDestroyer.OnUpdateListener;
                // lets disconnect the event listener.

                Debug.Log("Calling event again");
                // Calling the event 100 times.
                destroyDispatcher.CallUpdateListenerEventTooManyTimes();

                Debug.Log("When will the UseOnDestroy script actually destroy itself?");
            }