Clear() public method

public Clear ( ) : void
return void
    public void Init(GameObject cameraObj)
    {
        GameObject obj = ResourceSystem.Instance.NewObject("UI/SkillBar") as GameObject;
        Canvas canvas = obj.GetComponent<Canvas>();
        if (null != canvas && null != cameraObj) {
            canvas.renderMode = RenderMode.ScreenSpaceCamera;
            canvas.worldCamera = cameraObj.GetComponent<Camera>();
            uiCamera = canvas.worldCamera;
        }
        skillBar = obj.GetComponent<SkillBar>();
        skillBar.Clear();

        //订阅
        subscribes.Add(Utility.EventSystem.Subscribe<int, int, int>("ui_add_skill_button", "ui", AddSkillButton));
        subscribes.Add(Utility.EventSystem.Subscribe("ui_remove_skill_buttons", "ui", RemoveAllSkillButtons));
        subscribes.Add(Utility.EventSystem.Subscribe<int, float, int>("ui_actor_mp", "ui", ChangeMp));
        subscribes.Add(Utility.EventSystem.Subscribe<int, float>("ui_actor_hp", "ui", ChangeHp));
        subscribes.Add(Utility.EventSystem.Subscribe<int, int, float>("ui_skill_cooldown", "ui", OnSkillCooldown));
        subscribes.Add(Utility.EventSystem.Subscribe("ui_show", "ui", Show));
        subscribes.Add(Utility.EventSystem.Subscribe("ui_hide", "ui", Hide));

        //发布
        //队员技能
        skillBar.onSelectSkill = (int objID,int skillID) => {
            Utility.SendMessage("GameRoot", "OnCastSkill", new object[] { objID, skillID });
        };
    }