protected void OnDestroy() { StopContextInternal(); StopContext(); Instance = null; }
protected void Awake() { if (!KernelApplication.IsInitialized) { Debug.LogError("Load <b>Kernel</b> scene and set it as <b>Active</b>"); #if UNITY_EDITOR UnityEditor.EditorApplication.isPlaying = false; #endif } if (Instance != null) { Debug.LogErrorFormat("SceneContext with type\"{0}\" already exists", Instance.GetType()); return; } Instance = this; OnInitializedInternal(); OnInitialized(); }