Example #1
0
 static int UnloadAsset(IntPtr L)
 {
     try
     {
         ToLua.CheckArgsCount(L, 2);
         UnityGameFramework.Runtime.ResourceComponent obj = (UnityGameFramework.Runtime.ResourceComponent)ToLua.CheckObject(L, 1, typeof(UnityGameFramework.Runtime.ResourceComponent));
         object arg0 = ToLua.ToVarObject(L, 2);
         obj.UnloadAsset(arg0);
         return(0);
     }
     catch (Exception e)
     {
         return(LuaDLL.toluaL_exception(L, e));
     }
 }
 /// <summary>
 /// 释放数据表资源。
 /// </summary>
 /// <param name="dataTableAsset">要释放的数据表资源。</param>
 public override void ReleaseDataTableAsset(object dataTableAsset)
 {
     m_ResourceComponent.UnloadAsset(dataTableAsset);
 }
 /// <summary>
 /// 释放全局配置资源。
 /// </summary>
 /// <param name="configManager">全局配置管理器。</param>
 /// <param name="configAsset">要释放的全局配置资源。</param>
 public override void ReleaseDataAsset(IConfigManager configManager, object configAsset)
 {
     m_ResourceComponent.UnloadAsset(configAsset);
 }
Example #4
0
 /// <summary>
 /// 释放声音资源。
 /// </summary>
 /// <param name="soundAsset">要释放的声音资源。</param>
 public override void ReleaseSoundAsset(object soundAsset)
 {
     m_ResourceComponent.UnloadAsset(soundAsset);
 }
 /// <summary>
 /// 释放全局配置资源。
 /// </summary>
 /// <param name="configAsset">要释放的全局配置资源。</param>
 public override void ReleaseConfigAsset(object configAsset)
 {
     m_ResourceComponent.UnloadAsset(configAsset);
 }
 /// <summary>
 /// 释放字典资源。
 /// </summary>
 /// <param name="localizationManager">本地化管理器。</param>
 /// <param name="dictionaryAsset">要释放的字典资源。</param>
 public override void ReleaseDataAsset(ILocalizationManager localizationManager, object dictionaryAsset)
 {
     m_ResourceComponent.UnloadAsset(dictionaryAsset);
 }
 /// <summary>
 /// 释放实体。
 /// </summary>
 /// <param name="entityAsset">要释放的实体资源。</param>
 /// <param name="entityInstance">要释放的实体实例。</param>
 public override void ReleaseEntity(object entityAsset, object entityInstance)
 {
     m_ResourceComponent.UnloadAsset(entityAsset);
     Destroy((Object)entityInstance);
 }
 /// <summary>
 /// 释放字典资源。
 /// </summary>
 /// <param name="dictionaryAsset">要释放的字典资源。</param>
 public override void ReleaseDictionaryAsset(object dictionaryAsset)
 {
     m_ResourceComponent.UnloadAsset(dictionaryAsset);
 }
 /// <summary>
 /// 释放界面。
 /// </summary>
 /// <param name="uiFormAsset">要释放的界面资源。</param>
 /// <param name="uiFormInstance">要释放的界面实例。</param>
 public override void ReleaseUIForm(object uiFormAsset, object uiFormInstance)
 {
     m_ResourceComponent.UnloadAsset(uiFormAsset);
     Destroy((Object)uiFormInstance);
 }
Example #10
0
 /// <summary>
 /// 释放实体。
 /// </summary>
 /// <param name="itemAsset">要释放的实体资源。</param>
 /// <param name="itemInstance">要释放的实体实例。</param>
 public override void ReleaseItem(object itemAsset, object itemInstance)
 {
     m_ResourceComponent.UnloadAsset(itemAsset);
     Destroy((Object)itemInstance);
 }