private void m_close() { GameLooper.BackToMainThread(delegate() { CloseCallback(); }); }
private void m_error() { GameLooper.BackToMainThread(delegate() { ErrorCallback(); }); }
private void m_connect() { GameLooper.BackToMainThread(delegate() { ConnectedCallback(); }); }
private void m_connect() { if (ping != null) { Destroy(ping); } ping = gameObject.AddComponent <HFPing>(); ping.Init(serverIP, 5); GameLooper.BackToMainThread(connectedHandler); }
public void DestroyManager() { prepareUpdateList.Clear(); updateList.Clear(); prepareFixedUpdateList.Clear(); fixedUpdateList.Clear(); prepareLateUpdateList.Clear(); lateUpdateList.Clear(); eventQueue.Clear(); mainThreadContext = null; Instance = null; }
public void Dispose() { prepareUpdateList.Clear(); updateList.Clear(); prepareFixedUpdateList.Clear(); fixedUpdateList.Clear(); prepareLateUpdateList.Clear(); lateUpdateList.Clear(); eventQueue = null; mainThreadContext = null; Instance = null; }
void Awake() { Instance = this; mainThreadContext = SynchronizationContext.Current; }
private void m_error() { GameLooper.BackToMainThread(errorHandler); }
private void m_close() { GameLooper.BackToMainThread(closeHandler); }