/// <summary>Clears all content from the UI and all WorldUI's. /// Please note that it is safer to set innerHTML to a blank string for a particular UI than calling this.</summary> public static void ClearAll() { content = null; if (Renderer != null) { Renderer.Destroy(); Renderer = null; document = null; } Fonts.Clear(); AtlasStacks.Clear(); Web.Clear(); Spa.SPA.Clear(); UIAnimation.Clear(); ScreenInfo.Clear(); WorldUI currentWorldUI = FirstWorldUI; while (currentWorldUI != null) { currentWorldUI.Destroy(); currentWorldUI = currentWorldUI.UIAfter; } LastWorldUI = null; FirstWorldUI = null; }
/// <summary>Clears all content from the UI and all WorldUI's. /// Please note that it is safer to set innerHTML to a blank string for a particular UI than calling this.</summary> public static void ClearAll() { content = null; if (Renderer != null) { Renderer.Destroy(); Renderer = null; document = null; } Fonts.Clear(); AtlasStacks.Clear(); Http.Clear(); SPA.Clear(); UIAnimation.Clear(); DynamicTexture.RemoveAll(); PowerUI.Input.Clear(); ScreenInfo.Clear(); WorldUI currentWorldUI = FirstWorldUI; while (currentWorldUI != null) { currentWorldUI.Destroy(); currentWorldUI = currentWorldUI.UIAfter; } LastWorldUI = null; FirstWorldUI = null; }
/// <summary>Destroys this UI. Note that this also occurs if the gameobject is destroyed; /// Just destroying the gameobject or a parent gameObject is all that is required.</summary> public virtual void Destroy() { if (Renderer == null) { return; } // Remove from the physics lookup if needed: if (PhysicsLookup != null && transform != null) { PhysicsLookup.Remove(transform); if (PhysicsLookup.Count == 0) { PhysicsLookup = null; } } Renderer.Destroy(); Renderer = null; if (gameObject != null) { GameObject.Destroy(gameObject); gameObject = null; transform = null; } // Remove it from the UI update linked list: if (UIBefore == null) { UI.FirstWorldUI = UIAfter; } else { UIBefore.UIAfter = UIAfter; } if (UIAfter == null) { UI.LastWorldUI = UIBefore; } else { UIAfter.UIBefore = UIBefore; } }
/// <summary>Destroys this UI. Note that this also occurs if the gameobject is destroyed; /// Just destroying the gameobject or a parent gameObject is all that is required.</summary> public void Destroy() { if (Renderer == null) { return; } Renderer.Destroy(); Renderer = null; if (gameObject != null) { GameObject.Destroy(gameObject); gameObject = null; transform = null; } // Remove it from the UI update linked list: if (UIBefore == null) { UI.FirstWorldUI = UIAfter; } else { UIBefore.UIAfter = UIAfter; } if (UIAfter == null) { UI.LastWorldUI = UIBefore; } else { UIAfter.UIBefore = UIBefore; } }