/// 析构函数 void OnDestroy() { if (LuaManager != null) { LuaManager.Close(); } Debug.Log("~GameManager was destroyed"); }
/// <summary> /// 析构函数 /// </summary> void OnDestroy() { if (LuaManager != null) { Util.CallMethod("Game", "OnDestroy"); LuaManager.Close(); } }
/// <summary> /// 析构函数 /// </summary> void OnDestroy() { if (LuaManager != null) { LuaFramework.Util.CallMethod("KBEngineLua", "Destroy"); LuaManager.Close(); } Debug.Log("~GameManager was destroyed"); }
/// <summary> /// 析构函数 /// </summary> void OnDestroy() { // if (NetManager != null) { // NetManager.Unload(); // } if (LuaManager != null) { LuaManager.Close(); } Debug.Log("~GameManager was destroyed"); }
void Unload() { if (NetManager != null) { NetManager.Unload(); } if (LuaManager != null) { LuaManager.Close(); } }
/// <summary> /// 析构函数 /// </summary> void OnDestroy() { if (NetManager != null) { NetManager.Unload(); } if (LuaManager != null) { LuaManager.Close(); } LogManager.Debug("~GameManager was destroyed"); }
// 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"); }
/// <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"); }
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)); } }
/// <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"); }
// 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"); }