/// <summary> /// 填充卸载场景失败事件。 /// </summary> /// <param name="e">内部事件。</param> /// <returns>卸载场景失败事件。</returns> public UnloadSceneFailureEventArgs Fill(GameFramework.Scene.UnloadSceneFailureEventArgs e) { SceneAssetName = e.SceneAssetName; UserData = e.UserData; return(this); }
/// <summary> /// 创建卸载场景失败事件。 /// </summary> /// <param name="e">内部事件。</param> /// <returns>创建的卸载场景失败事件。</returns> public static UnloadSceneFailureEventArgs Create(GameFramework.Scene.UnloadSceneFailureEventArgs e) { UnloadSceneFailureEventArgs unloadSceneFailureEventArgs = ReferencePool.Acquire <UnloadSceneFailureEventArgs>(); unloadSceneFailureEventArgs.SceneAssetName = e.SceneAssetName; unloadSceneFailureEventArgs.UserData = e.UserData; return(unloadSceneFailureEventArgs); }
private void OnUnloadSceneFailure(object sender, GameFramework.Scene.UnloadSceneFailureEventArgs e) { Log.Warning("Unload scene failure, scene asset name '{0}'.", e.SceneAssetName); if (m_EnableUnloadSceneFailureEvent) { _eventComponent.Fire(this, ReferencePool.Acquire <UnloadSceneFailureEventArgs>().Fill(e)); } }
/// <summary> /// 初始化卸载场景失败事件的新实例。 /// </summary> /// <param name="e">内部事件。</param> public UnloadSceneFailureEventArgs(GameFramework.Scene.UnloadSceneFailureEventArgs e) { SceneAssetName = e.SceneAssetName; UserData = e.UserData; }
private void OnUnloadSceneFailure(object sender, GameFramework.Scene.UnloadSceneFailureEventArgs e) { RefreshAudioListener(); }