public virtual void Destroy() { if (luaState != null) { #if UNITY_5_4 SceneManager.sceneLoaded -= OnSceneLoaded; #endif LuaState state = luaState; luaState = null; if (levelLoaded != null) { levelLoaded.Dispose(); levelLoaded = null; } if (loop != null) { loop.Destroy(); loop = null; } state.Dispose(); Instance = null; } }
public void Close() { loop.Destroy(); loop = null; lua.Dispose(); lua = null; loader = null; }
void Awake() { lua = new LuaState(); lua.Start(); LuaBinder.Bind(lua); looper = gameObject.AddComponent<LuaLooper>(); looper.luaState = lua; lua.DoString(luaFile.text, "TestCoroutine.cs"); LuaFunction f = lua.GetFunction("TestCortinue"); f.Call(); f.Dispose(); f = null; }
protected void Destroy() { if (luaState != null) { if (levelLoaded != null) { levelLoaded.Dispose(); levelLoaded = null; } loop.Destroy(); luaState.Dispose(); loop = null; luaState = null; Instance = null; } }
protected void StartLooper() { loop = gameObject.AddComponent <LuaLooper>(); loop.luaState = luaState; }
/// <summary> /// 添加looper组件 /// </summary> private void StartLooper() { m_LuaLooper = gameObject.AddComponent <LuaLooper>(); m_LuaLooper.mLuaState = mLuaState; }
void StartLooper() { loop = managerObject.AddComponent <LuaLooper>(); loop.luaState = lua; }
/// <summary> /// 添加脚本开始循环 /// </summary> void SetupLuaLooper() { luaLooper = AppManager.Instance.gameObject.AddComponent <LuaLooper>(); luaLooper.luaState = luaState; }
void StartLooper() { if (GameWorld.instance == null) return; loop = GameUtils.GetScript<LuaLooper>(GameWorld.instance.gameObject); loop.luaState = lua; }
protected void StartLooper() { this.loop = base.get_gameObject().AddComponent <LuaLooper>(); this.loop.luaState = this.luaState; }
private void StartLooper() { this.loop = base.gameObject.AddComponent <LuaLooper>(); this.loop.luaState = this.lua; }
void Start() { LuaCoroutine.Register(LuaManager.Instance.lua, this); loop = gameObject.AddComponent <LuaLooper>(); loop.luaState = LuaManager.Instance.lua; }
void OnDestroy() { loop.Destroy(); loop = null; }
void StartLooper() { loop = m_Mono.gameObject.AddComponent <LuaLooper>(); loop.luaState = lua; }
void StartLooper() { m_looper = Common.go.AddComponent <LuaLooper>(); m_looper.luaState = state; }
protected void StartLooper() { m_Looper = gameObject.AddComponent <LuaLooper>(); m_Looper.luaState = m_LuaState; }
protected void StartLooper() { loop = gameObject.AddComponent<LuaLooper>(); loop.luaState = luaState; }
void StartLooper() { _loop = gameObject.AddComponent <LuaLooper>(); _loop.luaState = _lua; }