Esempio n. 1
0
        public void Stop()
        {
            mGameState = FSPGameState.None;

            if (mClient != null)
            {
                mClient.Close();
                mClient = null;
            }

            if (mFrameCtrl != null)
            {
                mFrameCtrl.Close();
                mFrameCtrl = null;
            }

            mFrameListener = null;
            mFrameBuffer.Clear();
            mIsRunning = false;

            onGameBegin    = null;
            onRoundBegin   = null;
            onControlStart = null;
            onGameEnd      = null;
            onRoundEnd     = null;
        }
Esempio n. 2
0
 private void ItemManager_LoadLegacyChestData(On.ItemManager.orig_LoadLegacyChestData orig, ItemManager self, List <BasicSaveData> _chestData)
 {
     m_legacyChestData.Clear();
     for (int i = 0; i < _chestData.Count; i++)
     {
         m_legacyChestData.Add(_chestData[i].Identifier.ToString(), new LegacyChestDataMod(_chestData[i]));
     }
 }
Esempio n. 3
0
 /// <summary>
 /// release current GameInput object
 /// </summary>
 public static void Release()
 {
     m_MapKeyState.Clear();
     if (m_Instance != null)
     {
         GameObject.Destroy(m_Instance.gameObject);
         m_Instance = null;
     }
     OnVkey = null;
 }
Esempio n. 4
0
        /// <summary>
        /// release all objects inlcuding idle ones
        /// </summary>
        public static void Release()
        {
            isInit = false;

            foreach (var pair in mapObjectList)
            {
                pair.Value.ReleaseInFactory();
                pair.Value.Dispose();
            }
            mapObjectList.Clear();

            objRecycler.Release();

            viewRoot = null;
        }