void OnDisable() { if (null != hook) { hook.UninstallHook(); } }
protected override void OnDisable() { #if UNITY_STANDALONE_WIN && !UNITY_EDITOR UnityDragAndDropHook.OnDroppedFiles -= LoadDropPaths; UnityDragAndDropHook.UninstallHook(); #endif base.OnDisable(); }
private void OnDestroy() { if (null == _hook) { return; } _hook.UninstallHook(); GC.Collect(); }
void OnDisable() { UnityDragAndDropHook.UninstallHook(); }
private void OnDisable() { _hook.UninstallHook(); }
private void OnDisable() { m_DragAndDropHook.UninstallHook(); m_DragAndDropHook.OnDroppedFiles -= OnDroppedFiles; }
protected void OnDisable() { UnityDragAndDropHook.UninstallHook(); UnityDragAndDropHook.OnDroppedFiles -= FilesDropped; }
void OnDisable() { UnityDragAndDropHook.UninstallHook(); enabled = false; }
public static void StopDragAndDrop() { dragAndDropHook.UninstallHook(); dragAndDropHook.OnDroppedFiles -= OnFilesDragDropped; }
void OnDisable() { UnityDragAndDropHook.UninstallHook(); shortcutManager.current.OpenFile -= openImage; }
void OnDisable() { hook.UninstallHook(); }
void OnDisable() { hook.UninstallHook(); Application.logMessageReceived -= HandleLog; }
/// <summary> /// Unity callback that is invoked when this MonoBehaviour is destroyed /// (e.g. exiting Play mode). /// /// It is important to tear down drag-and-drop here, otherwise /// we will have dangling memory pointers and will get a segfault when we exit /// Play Mode, which crashes the Unity Editor. /// </summary> void OnDestroy() { _dragAndDropHook.UninstallHook(); }
public void OnDestroy() { UnityDragAndDropHook.UninstallHook(); }
private void OnDisable() { unityDragAndDropHook.UninstallHook(); }