Exemple #1
0
 private void m_close()
 {
     GameLooper.BackToMainThread(delegate()
     {
         CloseCallback();
     });
 }
Exemple #2
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 private void m_error()
 {
     GameLooper.BackToMainThread(delegate()
     {
         ErrorCallback();
     });
 }
Exemple #3
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 private void m_connect()
 {
     GameLooper.BackToMainThread(delegate()
     {
         ConnectedCallback();
     });
 }
Exemple #4
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 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;
 }
Exemple #6
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 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;
 }
Exemple #8
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 private void m_error()
 {
     GameLooper.BackToMainThread(errorHandler);
 }
Exemple #9
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 private void m_close()
 {
     GameLooper.BackToMainThread(closeHandler);
 }