/// <summary> /// 离开状态时调用。 /// </summary> /// <param name="procedureOwner">流程持有者。</param> /// <param name="isShutdown">是否是关闭状态机时触发。</param> protected internal override void OnLeave(ProcedureOwner procedureOwner, bool isShutdown) { base.OnLeave(procedureOwner, isShutdown); GameFrameEntry.GetModule <TimeModule>().RemoveLoopTimer(GameTimer); touchTrail.TrailDestory(); touchTrail = null; GameFramework.MsgDispatcher.RemoveEventListener(GameFramework.GlobalEventType.ReadyExitGame, ReadyExitGame); MsgDispatcher.RemoveEventListener(GameFramework.GlobalEventType.MainPanel_StartGame, MainPanel_StartGame); }
async void GotoScene() { //await GameFramework.LoadHelper.LoadScene("GameScene"); await Load(); touchTrail = new TouchTrail(); await Await(); }