Esempio n. 1
0
    protected override void OnUnLoad()
    {
        ResourcesLoader loader = ResourceMgr.Instance.ResLoader as ResourcesLoader;

        if (loader != null)
        {
            loader.OnCacheDestroy(this);
        }

        if (mIsGameObject)
        {
            /*
             * 使用GameObject.DestroyImmediate(mTarget, true) 会导致UnityEditor中 文件的操作无法使用,以及第二次使用Resources.Load失败
             * GameObject.DestroyObject 和 GameObject.Destroy, 使用GameObject.DestroyImmediate(mTarget, false)会提示使用 DestroyImmediate(mTarget, true)
             * 使用Resources.UnloadAsset 会提示错误:只能释放不可见的资源,不能是GameObject
             */

            // GameObject.DestroyImmediate(mTarget, true);
            // GameObject.DestroyObject(mTarget);

            if (Application.isEditor)
            {
                LogMgr.Instance.LogWarning("ResourceAssetCache OnUnLoad: GameObject is not UnLoad in EditorMode!");
            }
            //	else
            //		Resources.UnloadAsset(mTarget);
            // GameObject.DestroyImmediate(mTarget, true);
        }
        else
        {
            // texture, material etc.
            if (mTarget != null)
            {
#if USE_UNLOADASSET
                Resources.UnloadAsset(mTarget);
#endif
            }
            //if (Application.isEditor)
            //	LogMgr.Instance.LogWarning("ResourceAssetCache OnUnLoad: GameObject is not UnLoad in EditorMode!");
            //GameObject.DestroyImmediate(mTarget, true);
        }

        mTarget     = null;
        mTargetType = null;

        mFileName = string.Empty;

        if (m_PoolUsed)
        {
            InPool(this);
        }
        else
        {
            ClearLinkListNode();
        }
    }
Esempio n. 2
0
    protected override void OnUnUsed()
    {
        ResourcesLoader loader = ResourceMgr.Instance.ResLoader as ResourcesLoader;

        if (loader != null)
        {
            loader.OnCacheDestroy(this);
        }

        mTarget   = null;
        mFileName = string.Empty;
        if (m_PoolUsed)
        {
            InPool(this);
        }
    }