void OnDisable() { if (m_isApplicationQuit) { return; } Stop(); #if UNITY_EDITOR //如果是编辑器没有运行查看要手动调用下FxDestroy的update if (Application.isEditor && !Application.isPlaying) { FxDestroy fxDestroy = this.GetComponent <FxDestroy>(); if (fxDestroy != null) { fxDestroy.Invoke("OnDisable", 0); } } #endif }
// Update is called once per frame void Update() { //判断下结束 if (m_isPlaying && m_destroyTime != -1 && Util.time > m_destroyTime) { FxDestroy.DoDestroy(this.gameObject, false); m_destroyTime = -1; } #if UNITY_EDITOR //如果是编辑器没有运行查看要手动调用下FxDestroy的update if (m_isPlaying && Application.isEditor && !Application.isPlaying) { FxDestroy fxDestroy = this.GetComponent <FxDestroy>(); if (fxDestroy != null) { fxDestroy.Invoke("Update", 0); } } #endif }
void OnEnable() { #if UNITY_EDITOR //如果是编辑器没有运行查看要手动调用下FxDestroy的update if (Application.isEditor && !Application.isPlaying) { FxDestroy fxDestroy = this.GetComponent <FxDestroy>(); if (fxDestroy != null) { fxDestroy.Invoke("OnEnable", 0); } } #endif //判断IsPreloading是因为对象池预加载的时候不需要play if (!GameObjectPool.IsPreloading() && !m_isPlaying) { Play(); } }