public void Start() { var proxy = Game.Scene.GetComponent <CacheProxyComponent>(); RoomMemorySync = proxy.GetMemorySyncSolver <Room>(); RoomMemorySync.onCreate += OnCreate; RoomMemorySync.onWillDelete += OnWillDelete; }
public void Start() { var proxy = Game.Scene.GetComponent <CacheProxyComponent>(); MemorySync = proxy.GetMemorySyncSolver <Room>(); MemorySync.onCreate += OnCreate; MemorySync.onWillDelete += OnWillDelete; // 因為內部會取RoomComponent但Awake時還沒產生好,所以寫在Start Game.EventSystem.Run(EventIdType.SyncAllRoamingRoom); }
public override void Dispose() { if (this.IsDisposed) { return; } base.Dispose(); RoomMemorySync.onCreate -= OnCreate; RoomMemorySync.onWillDelete -= OnWillDelete; RoomMemorySync = null; }