/// <summary>
 /// 离开状态时调用。
 /// </summary>
 /// <param name="procedureOwner">流程持有者。</param>
 /// <param name="isShutdown">是否是关闭状态机时触发。</param>
 protected internal override void OnLeave(ProcedureOwner procedureOwner, bool isShutdown)
 {
     base.OnLeave(procedureOwner, isShutdown);
     GameFrameEntry.GetModule <TimeModule>().RemoveLoopTimer(GameTimer);
     touchTrail.TrailDestory();
     touchTrail = null;
     GameFramework.MsgDispatcher.RemoveEventListener(GameFramework.GlobalEventType.ReadyExitGame, ReadyExitGame);
     MsgDispatcher.RemoveEventListener(GameFramework.GlobalEventType.MainPanel_StartGame, MainPanel_StartGame);
 }
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 void RemoveListener()
 {
     MsgDispatcher.RemoveEventListener(GlobalEventType.TaskFinish, TaskFinish);
 }
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 protected internal override void OnLeave(ProcedureOwner procedureOwner, bool isShutdown)
 {
     base.OnLeave(procedureOwner, isShutdown);
     MsgDispatcher.RemoveEventListener(GameFramework.GlobalEventType.MainPanel_StartGame, MainPanel_StartGame);
 }
Esempio n. 4
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 private void OnDestroy()
 {
     MsgDispatcher.RemoveEventListener(TheSecondWorld.GlobalEventType.GetRotation, GetRotation);
 }
Esempio n. 5
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 void RefreshText()
 {
     MsgDispatcher.RemoveEventListener(GlobalEventType.RefreshTask, RefreshTask);
 }
Esempio n. 6
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 /// <summary>释放UI引用</summary>
 public override void Dispose()
 {
     MsgDispatcher.RemoveEventListener(TheSecondWorld.GlobalEventType.NowRotation, ShowRotation);
     itemList.Dispose();
 }