/** * @private */ public void _onAdd(WorldClock value) { if (_clock != null) { _clock.Remove(this); } _clock = value; }
/** * @private */ protected override void _OnClear() { if (this._clock != null) { // Remove clock first. this._clock.Remove(this); } foreach (var bone in this._bones) { bone.ReturnToPool(); } foreach (var slot in this._slots) { slot.ReturnToPool(); } if (this._animation != null) { this._animation.ReturnToPool(); } if (this._proxy != null) { this._proxy.DBClear(); } if (this._replaceTextureAtlasData != null) { this._replaceTextureAtlasData.ReturnToPool(); } this.inheritAnimation = true; this.armatureData = null; // this.userData = null; this._lockUpdate = false; this._bonesDirty = false; this._slotsDirty = false; this._zOrderDirty = false; this._flipX = false; this._flipY = false; this._cacheFrameIndex = -1; this._bones.Clear(); this._slots.Clear(); this._actions.Clear(); this._animation = null; // this._proxy = null; // this._display = null; this._replaceTextureAtlasData = null; this._replacedTexture = null; this._dragonBones = null; // this._clock = null; this._parent = null; }
static int set_clock(IntPtr L) { object o = null; try { o = ToLua.ToObject(L, 1); DragonBones.Armature obj = (DragonBones.Armature)o; DragonBones.WorldClock arg0 = (DragonBones.WorldClock)ToLua.CheckObject(L, 2, typeof(DragonBones.WorldClock)); obj.clock = arg0; return(0); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e, o == null ? "attempt to index clock on a nil value" : e.Message)); } }
static int get_clock(IntPtr L) { object o = null; try { o = ToLua.ToObject(L, 1); DragonBones.Armature obj = (DragonBones.Armature)o; DragonBones.WorldClock ret = obj.clock; ToLua.PushObject(L, ret); return(1); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e, o == null ? "attempt to index clock on a nil value" : e.Message)); } }
static int get_clock(IntPtr L) { object o = null; try { o = ToLua.ToObject(L, 1); DragonBones.BaseFactory obj = (DragonBones.BaseFactory)o; DragonBones.WorldClock ret = obj.clock; ToLua.PushObject(L, ret); return(1); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e, o, "attempt to index clock on a nil value")); } }
/** * @private */ protected override void _onClear() { foreach (var bone in _bones) { bone.ReturnToPool(); } foreach (var slot in _slots) { slot.ReturnToPool(); } foreach (var evt in _events) { evt.ReturnToPool(); } if (_clock != null) { _clock.Remove(this); } if (_proxy != null) { _proxy._onClear(); } if (_replaceTextureAtlasData != null) { _replaceTextureAtlasData.ReturnToPool(); } if (_animation != null) { _animation.ReturnToPool(); } inheritAnimation = true; userData = null; _delayDispose = false; _lockDispose = false; _bonesDirty = false; _slotsDirty = false; _zOrderDirty = false; _flipX = false; _flipY = false; _bones.Clear(); _slots.Clear(); _actions.Clear(); _events.Clear(); _armatureData = null; _skinData = null; _animation = null; _proxy = null; _display = null; _eventManager = null; _parent = null; _clock = null; _replaceTextureAtlasData = null; _replacedTexture = null; }
/** * @private */ public void _onRemove() { _clock = null; }
/** * @inheritDoc */ protected override void _onClear() { foreach (var bone in _bones) { bone.ReturnToPool(); } foreach (var slot in _slots) { slot.ReturnToPool(); } foreach (var evt in _events) { evt.ReturnToPool(); } if (_animation != null) { _animation.ReturnToPool(); } if (_eventDispatcher != null && _eventDispatcher != _display) // May be _eventDispatcher and _display is the same one. { _eventDispatcher._onClear(); } if (_display != null) { var armatureDisplay = _display as IArmatureDisplay; if (armatureDisplay != null) { armatureDisplay._onClear(); } } if (_clock != null) { _clock.Remove(this); } userData = null; _bonesDirty = false; _flipX = false; _flipY = false; _cacheFrameIndex = -1; _armatureData = null; _skinData = null; _animation = null; _eventDispatcher = null; _display = null; _eventManager = null; _parent = null; _clock = null; _replacedTexture = null; _delayDispose = false; _lockDispose = false; _slotsDirty = false; _bones.Clear(); _slots.Clear(); _actions.Clear(); _events.Clear(); }