Close() 공개 메소드

public Close ( ) : void
리턴 void
예제 #1
0
 /// 析构函数
 void OnDestroy()
 {
     if (LuaManager != null)
     {
         LuaManager.Close();
     }
     Debug.Log("~GameManager was destroyed");
 }
예제 #2
0
파일: GameManager.cs 프로젝트: vajre/Vajre
 /// <summary>
 /// 析构函数
 /// </summary>
 void OnDestroy()
 {
     if (LuaManager != null)
     {
         Util.CallMethod("Game", "OnDestroy");
         LuaManager.Close();
     }
 }
예제 #3
0
 /// <summary>
 /// 析构函数
 /// </summary>
 void OnDestroy()
 {
     if (LuaManager != null)
     {
         LuaFramework.Util.CallMethod("KBEngineLua", "Destroy");
         LuaManager.Close();
     }
     Debug.Log("~GameManager was destroyed");
 }
예제 #4
0
        /// <summary>
        /// 析构函数
        /// </summary>
        void OnDestroy()
        {
//            if (NetManager != null) {
//                NetManager.Unload();
//            }
            if (LuaManager != null)
            {
                LuaManager.Close();
            }
            Debug.Log("~GameManager was destroyed");
        }
예제 #5
0
 void Unload()
 {
     if (NetManager != null)
     {
         NetManager.Unload();
     }
     if (LuaManager != null)
     {
         LuaManager.Close();
     }
 }
예제 #6
0
 /// <summary>
 /// 析构函数
 /// </summary>
 void OnDestroy()
 {
     if (NetManager != null)
     {
         NetManager.Unload();
     }
     if (LuaManager != null)
     {
         LuaManager.Close();
     }
     LogManager.Debug("~GameManager was destroyed");
 }
예제 #7
0
//		public void share_img(string filePath){
//			shareimg (filePath);
//		}

        /// <summary>
        /// 析构函数
        /// </summary>
        void OnDestroy()
        {
            /*if (NetManager != null) {
             *  NetManager.Unload();
             * }*/
            //Application.logMessageReceived -= logCallBack;
            startAnimEnd();
            if (LuaManager != null)
            {
                LuaManager.Close();
            }
            //Debug.Log("~GameManager was destroyed");
        }
예제 #8
0
 /// <summary>
 /// 析构函数
 /// </summary>
 void OnDestroy()
 {
     if (NetManager != null)
     {
         NetManager.Unload();
     }
     if (LuaManager != null)
     {
         LuaManager.Close();
     }
     SceneManager.sceneLoaded += OnSceneLoaded;
     logger.debug("~GameManager was destroyed");
 }
예제 #9
0
 static int Close(IntPtr L)
 {
     try
     {
         ToLua.CheckArgsCount(L, 1);
         LuaFramework.LuaManager obj = (LuaFramework.LuaManager)ToLua.CheckObject(L, 1, typeof(LuaFramework.LuaManager));
         obj.Close();
         return(0);
     }
     catch (Exception e)
     {
         return(LuaDLL.toluaL_exception(L, e));
     }
 }
예제 #10
0
        /// <summary>
        /// 析构函数
        /// </summary>
        void OnDestroy()
        {
            /*if (NetManager != null) {
             *  NetManager.Unload();
             * }*/
            //需要关闭网络线程不然unity客户端第二次开启会卡住
            MyNetworkManager.ReqDisConnect();

            if (LuaManager != null)
            {
                LuaManager.Close();
            }
            Debug.Log("~GameManager was destroyed");
        }
예제 #11
0
        // This function is called when the MonoBehaviour will be destroyed.
        void OnDestroy()
        {
            LuaManager.CallLuaFunction("GameManager.OnDestroy");
            initialize = false;
            //SceneManager.sceneLoaded -= delegateOnSceneLoaded;

            if (NetManager != null)
            {
                NetManager.Unload();
            }
            if (LuaManager != null)
            {
                LuaManager.Close();
            }
            Debug.Log("~LuaGameEnter(Manager) was destroyed");
        }