void OnDestroy() { // remember to disconnect or else a null exception might happen // if a listener who has been destroyed is called. Disconnecting // a function which has already been disconnected previously is fine. FFMessage <PathFollowerCompletedLoopEvent> .Disconnect(LoopCompleted); }
void OnDestroy() { // remember to disconnect or else a null exception might happen // if a listener who has been destroyed is called. Disconnecting // a function which has already been disconnected previously is fine. FFMessage <PlayerDiedEvent> .Disconnect(ReportPlayerDeath); }
// Example of a 1-off event void OnPlayerDiedEvent(PlayerDiedEvent e) { // It is ok to disconnect/connect/send events from within // an event call. However, added events within the same // event type will not be called on the event they are added. FFMessage <PlayerDiedEvent> .Disconnect(OnPlayerDiedEvent); Debug.Log("The Player died!, I am quite sad. I am going to be quiet now... (One Time Event example)"); }
void OnDestroy() { FFMessageBoard <ApplyHealthEvent> .Disconnect(OnApplyHealth, gameObject); FFMessageBoard <EmptyHealthEvent> .Disconnect(OnHealthEmpty, gameObject); FFMessageBoard <ExHealth> .Disconnect(OnServerUpdate, gameObject); FFMessage <FFNetEvents.ClientConnectedEvent> .Disconnect(OnClientConnected); }
private void OnDestroy() { FFMessage <EnterParty> .Disconnect(OnEnterParty); FFMessage <LeaveParty> .Disconnect(OnLeaveParty); FFMessage <EnterArea> .Disconnect(OnEnterArea); FFMessage <LeaveArea> .Disconnect(OnLeaveArea); }
void OnDestroy() { { // disconnect FFMessage <ShowPlayerControlsEvent> .Disconnect(OnShowPlayerControlsEvent); FFMessage <ShowCustomTextMessage> .Disconnect(OnShowCustomTextMessage); FFMessage <ShowCustomIconMessage> .Disconnect(OnShowCustomIconMessage); } }
void OnDestroy() { // Events FFMessageBoard <ExPlayerMoveAction> .Disconnect(OnPlayerMoveAction, gameObject); FFMessageBoard <ExPlayerFireAction> .Disconnect(OnPlayerFireAction, gameObject); FFMessageBoard <ExPlayerPositionUpdate> .Disconnect(OnPlayerPositionUpdate, gameObject); FFMessage <FFLocalEvents.UpdateEvent> .Disconnect(OnUpdateEvent); }
void OnDestroy() { Debug.Log("FFClient Destroyed"); _singleton = null; EndSendThread(); try { if (_clientData.clientSocketTCP != null && _clientData.clientSocketTCP.socket != null && _clientData.clientSocketTCP.socket.IsBound) { _clientData.clientSocketTCP.socket.BeginDisconnect(false, new AsyncCallback(DisconnectCallback), _clientData.clientSocketTCP.socket); _clientData.clientSocketTCP.socket = null; _clientData.clientSocketTCP.clientData = null; _clientData.clientSocketTCP = null; } } catch (Exception exp) { Debug.Log("Error in FFServer OnDestroy() : " + exp.Message); } try { if (_clientData.clientSocketUDP != null && _clientData.clientSocketUDP.udpClient != null) { _clientData.clientSocketUDP.udpClient.Close(); _clientData.clientSocketUDP.udpClient = null; _clientData.clientSocketUDP.udpEndPointLocal = null; _clientData.clientSocketUDP.udpEndPointRemote = null; _clientData.clientSocketUDP.socket = null; _clientData.clientSocketUDP.clientData = null; _clientData.clientSocketUDP = null; } } catch (Exception exp) { Debug.Log("Error in FFServer OnDestroy() : " + exp.Message); } FFLocalEvents.TimeChangeEvent TCE; TCE.newCurrentTime = FFSystem.time; FFMessage <FFLocalEvents.TimeChangeEvent> .SendToLocal(TCE); FFMessage <ClientConnectedEvent> .Disconnect(OnClientConnected); FFMessage <ClientSyncTimeEvent> .Disconnect(OnClientSyncTime); }
void OnDestroy() { _clientWatch.Reset(); // Notify any FFAction of the time shift FFLocalEvents.TimeChangeEvent TCE; TCE.newCurrentTime = FFSystem.time; FFMessage <FFLocalEvents.TimeChangeEvent> .SendToLocal(TCE); singleton.recievedMessages.Clear(); singleton = null; FFMessage <ClientConnectionReadyEvent> .Disconnect(OnClientConnectionReady); FFMessage <GameObjectNetIdRecievedEvent> .Disconnect(OnGameObjectNetIdRecieved); FFMessage <NetObjectCreatedEvent> .Disconnect(OnNetObjectCreatedEvent); FFMessage <NetObjectDestroyedEvent> .Disconnect(OnNetObjectDestroyedEvent); Debug.Log("On Destroy of FFSystem, recieved Messages erased: " + recievedMessages.Count); }
void OnDestroy() { FFMessage <ChangeLevelStateEvent> .Disconnect(OnChangeLevelStateEvent); }
private void OnDestroy() { FFMessage <TriggerFade> .Disconnect(OnTriggerFade); }
void OnDestroy() { FFMessage <MoneyStruct> .Disconnect(ChangeText); }
void OnDestroy() { FFMessage <ChangeLevelStateEvent> .Disconnect(OnChangeLevelStateEvent); FFMessage <GetIPAddressEvent> .Disconnect(OnGetIPAddressEvent); }
void OnDestroy() { FFMessage <FFLocalEvents.TimeChangeEvent> .Disconnect(OnTimeChangeEvent); }
private void OnDestroy() { FFMessage <PathFollowerCompletedLoopEvent> .Disconnect(DoThing); }
private void OnDestroy() { FFMessage <FogMsg> .Disconnect(IncrementFogDensity); }
private void OnDestroy() { FFMessage <UI_Text> .Disconnect(ChangeText); }