Beispiel #1
0
 private void OnUnloadSceneSuccess(object sender, GameFramework.Scene.UnloadSceneSuccessEventArgs e)
 {
     if (m_EnableUnloadSceneSuccessEvent)
     {
         m_EventComponent.Fire(this, ReferencePool.Acquire <UnloadSceneSuccessEventArgs>().Fill(e));
     }
 }
Beispiel #2
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 private void OnUnloadSceneSuccess(object sender, GameFramework.Scene.UnloadSceneSuccessEventArgs e)
 {
     if (m_EnableUnloadSceneSuccessEvent)
     {
         m_EventComponent.Fire(this, new UnloadSceneSuccessEventArgs(e));
     }
 }
Beispiel #3
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 private void UnloadSceneSuccessCallback(string sceneAssetName, object userData)
 {
     m_UnloadingSceneAssetNames.Remove(sceneAssetName);
     m_LoadedSceneAssetNames.Remove(sceneAssetName);
     if (m_UnloadSceneSuccessEventHandler != null)
     {
         UnloadSceneSuccessEventArgs unloadSceneSuccessEventArgs = UnloadSceneSuccessEventArgs.Create(sceneAssetName, userData);
         m_UnloadSceneSuccessEventHandler(this, unloadSceneSuccessEventArgs);
         ReferencePool.Release(unloadSceneSuccessEventArgs);
     }
 }
Beispiel #4
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 private void OnUnloadSceneSuccess(object sender, GameFramework.Scene.UnloadSceneSuccessEventArgs e)
 {
     RefreshAudioListener();
 }
Beispiel #5
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 private void OnUnloadSceneSuccess(object sender, GameFramework.Scene.UnloadSceneSuccessEventArgs e)
 {
     m_EventComponent.Fire(this, UnloadSceneSuccessEventArgs.Create(e));
     m_SceneOrder.Remove(e.SceneAssetName);
     RefreshSceneOrder();
 }
Beispiel #6
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 private void OnUnloadSceneSuccess(object sender, GameFramework.Scene.UnloadSceneSuccessEventArgs e)
 {
     m_MainCamera = Camera.main;
     m_EventComponent.Fire(this, UnloadSceneSuccessEventArgs.Create(e));
 }
 private void OnUnloadSceneSuccess(object sender, GameFramework.Scene.UnloadSceneSuccessEventArgs e)
 {
     m_MainCamera = Camera.main;
     m_EventComponent.Fire(this, ReferencePool.Acquire <UnloadSceneSuccessEventArgs>().Fill(e));
 }