public override void ReleaseResources(IObjectPool objectPool) { objectPool.ReleaseObjects(enemies); objectPool.ReleaseObjects(completedEnemies); objectPool.ReleaseObject(enemyTemplate); objectPool.ReleaseObject(Path); base.ReleaseResources(objectPool); }
/// <summary> /// 异步卸载场景。 /// </summary> /// <param name="sceneAssetName">要卸载场景资源的名称。</param> /// <param name="unloadSceneCallbacks">卸载场景回调函数集。</param> /// <param name="userData">用户自定义数据。</param> public void UnloadScene(string sceneAssetName, UnloadSceneCallbacks unloadSceneCallbacks, object userData) { if (m_ResourceManager.m_ResourceHelper == null) { throw new GameFrameworkException("You must set resource helper first."); } object asset = null; if (m_SceneToAssetMap.TryGetValue(sceneAssetName, out asset)) { m_SceneToAssetMap.Remove(sceneAssetName); m_AssetPool.Unspawn(asset); if (!m_AssetPool.ReleaseObject(asset)) { throw new GameFrameworkException(Utility.Text.Format("Unload scene '{0}' failure.", sceneAssetName)); } } else { throw new GameFrameworkException(Utility.Text.Format("Can not find asset of scene '{0}'.", sceneAssetName)); } m_ResourceManager.m_ResourceHelper.UnloadScene(sceneAssetName, unloadSceneCallbacks, userData); }
public override void ReleaseResources(IObjectPool objectPool) { objectPool.ReleaseObjects(WeaponPods); objectPool.ReleaseObject(WeaponPickerDialog); changeStatusSubscription.Dispose(); base.ReleaseResources(objectPool); }
public override void ReleaseResources(IObjectPool objectPool) { objectPool.ReleaseObject(Weapon); objectPool.ReleaseObject(MouseHoverColorTransition); base.ReleaseResources(objectPool); }