//static void Test() //{ // float startTime = UnityEngine.Time.realtimeSinceStartup; // float elapsedTime = UnityEngine.Time.realtimeSinceStartup - startTime; // UnityEngine.Debug.Log("Use time " + elapsedTime + " seconds"); //} /// <summary> /// 释放全部缓存数据,断线重连后调用 /// </summary> public static void Dispose() { UI.CloseAll(); //关闭全部UI for (int i = 0; i < __dataMgrList.Count; i++) { CLog.Log("释放" + __dataMgrList[i]); __dataMgrList[i].Dispose(); } //foreach (IDisposable dis in __dataMgrList) //{ // CLog.Log("释放" + dis); // dis.Dispose(); //} //MsgWaiting.CleanAll(); if (Sound != null) { Sound.Dispose(); } }