/// <summary> /// Destory类、卸载资源(Resource,AssetBuddle) /// 建议使用 this.Exit();内置缓存逻辑判断与管理 /// </summary> public virtual void Dispose() { this.RemoveEventListeners(); ModuleManager.UnRegLifeCycle(this); foreach (BaseStagePart part in uiStageParts.Values) { if (part != null) { part.Dispose(); } } uiStageParts.Clear(); m_pathList.Clear(); m_loader.UnLoad(true); StageManager.StageDict.Remove(GetName()); uiStageParts = null; m_pathList = null; m_loader = null; if (this.gameObj != null) { GameObject.DestroyImmediate(this.gameObj); } }
public virtual void Show() { Log.info(this.GetName() + " Show."); if (m_loader == null) { m_loader = new ModuleResLoader(GetName()); } if (m_loader.IsLoaded) { this.AddEventListeners(); this.Init(); this.LoadStagePart(); if (this.OnPlayBGMCallBack != null) { this.OnPlayBGMCallBack(); } this.EnterScene(); StageManager.nowIsMainStage = this.stStageData.isMainStage; ModuleManager.UnRegLifeCycle(this); //性能优化默认隐藏主场景摄像机 this.SetSceneMainCamaraShowOrHide(); return; } if (m_loader.IsLoading) { return; } StartLoad(); }