virtual public void dispose() { if (m_bNeedPlaceHolderGo && m_placeHolderGo != null) { UtilApi.Destroy(m_placeHolderGo); } }
public void unloadModule(ModuleID moduleID) { if (ModuleID.LOGINMN == moduleID) { if (Ctx.m_instance.m_loginSys != null) { Ctx.m_instance.m_loginSys.unload(); } } else if (ModuleID.AUTOUPDATEMN == moduleID) { if (Ctx.m_instance.m_autoUpdate != null) { Ctx.m_instance.m_autoUpdate.unload(); } } if (Ctx.m_instance.m_layerMgr.m_path2Go.ContainsKey(m_type2ItemDic[moduleID].m_moduleLayerPath)) { UtilApi.Destroy(Ctx.m_instance.m_layerMgr.m_path2Go[m_type2ItemDic[moduleID].m_moduleLayerPath]); } else { Ctx.m_instance.m_logSys.log("没有找到卸载的模块的 object"); } Ctx.m_instance.m_layerMgr.m_path2Go.Remove(m_type2ItemDic[moduleID].m_moduleLayerPath); UtilApi.UnloadUnusedAssets(); }
public void dispose() { if (m_controlRes != null) { Ctx.m_instance.m_controllerMgr.unload(m_controlRes.GetPath(), null); m_controlRes = null; } if (m_animator != null) { UtilApi.Destroy(m_animator.runtimeAnimatorController); } if (m_nextFrametimer != null) { Ctx.m_instance.m_frameTimerMgr.delObject(m_nextFrametimer); m_nextFrametimer = null; } if (m_idleStateFrametimer != null) { Ctx.m_instance.m_frameTimerMgr.delObject(m_idleStateFrametimer); m_idleStateFrametimer = null; } if (m_oneAniEndTimer != null) { Ctx.m_instance.m_timerMgr.delObject(m_oneAniEndTimer); m_oneAniEndTimer = null; } m_oneAniPlayEndDisp.clearEventHandle(); }
// 加载 Prefab protected void loadPrefab() { if (m_bNeedReload) { if (m_selfGo != null) { UtilApi.Destroy(m_selfGo); m_selfGo = null; } if (m_prefabRes != null) { Ctx.m_instance.m_uiPrefabMgr.unload(m_prefabRes.GetPath(), null); m_prefabRes = null; } m_prefabRes = Ctx.m_instance.m_uiPrefabMgr.getAndSyncLoad <UIPrefabRes>(m_prefabPath); m_selfGo = m_prefabRes.InstantiateObject(m_prefabPath); if (m_bNeedPlaceHolderGo && m_placeHolderGo != null) { UtilApi.SetParent(m_selfGo, m_placeHolderGo, false); } else if (m_pntGo != null) { UtilApi.SetParent(m_selfGo, m_pntGo, false); } findWidget(); m_bImageGoChange = true; // 设置重新更新图像 } m_bNeedReload = false; }
virtual public void removeAndDestroyElem(GameObject go_, bool recalc = false) { UtilApi.Destroy(go_); if (recalc) { reposition(); } }
override public void dispose() { if (m_model != null) { UtilApi.Destroy(m_model); m_model = null; } }
protected Action <NumAniSeqBase> m_aniSeqEndDisp; // 动画结束分发 public void destroy() { m_numAniList.Clear(); m_aniSeqEndDisp = null; m_go.transform.parent = null; UtilApi.Destroy(m_go); m_go = null; }
// 关闭拖放功能 public void disableDrag() { UIDragObject drag = m_mazeRoom.selfGo.GetComponent <UIDragObject>(); UtilApi.Destroy(drag); WindowDragTilt dragTitle = m_mazeRoom.selfGo.GetComponent <WindowDragTilt>(); UtilApi.Destroy(dragTitle); }
public virtual void unload() { if (m_selfGo != null) { UtilApi.Destroy(m_selfGo); m_selfGo = null; Ctx.m_instance.m_modelMgr.unload(m_path, null); m_res = null; } }
public IEnumerator replace() { for (int x = 0; x < 3; x++) { Transform t = null; Vector3 now = t.localPosition; AnimationClip back = moveto(now, mycarddeap.position); #if UNITY_5 t.GetComponent <Animation>().AddClip(back, "back"); //让转倒播 t.GetComponent <Animation>()["cardxuanzhuan"].speed = -1; t.GetComponent <Animation>()["cardxuanzhuan"].time = 1; t.GetComponent <Animation>().Play("cardxuanzhuan"); //混合播 t.GetComponent <Animation>().Blend("back", 60); #elif UNITY_4_6 || UNITY_4_5 t.animation.AddClip(back, "back"); //让转倒播 t.animation["cardxuanzhuan"].speed = -1; t.animation["cardxuanzhuan"].time = 1; t.animation.Play("cardxuanzhuan"); //混合播 t.animation.Blend("back", 60); #endif yield return(new WaitForSeconds(0.5f)); AnimationClip come = moveto(mycarddeap.position, now); //实例一张 Transform c = null; c.parent = dzban; #if UNITY_5 c.GetComponent <Animation>().AddClip(come, "come"); //倒播 c.GetComponent <Animation>().Play("cardxuanzhuan"); c.GetComponent <Animation>().Blend("come", 60); #elif UNITY_4_6 || UNITY_4_5 c.animation.AddClip(come, "come"); //倒播 c.animation.Play("cardxuanzhuan"); c.animation.Blend("come", 60); #endif yield return(new WaitForSeconds(0.5f)); UtilApi.Destroy(t.gameObject); } Ctx.m_instance.m_coroutineMgr.StartCoroutine(bancardgohand()); }
// 卸载 public override void unload() { if (bInCurState(SoundPlayState.eSS_Play)) { Stop(); } if (m_go != null) { UtilApi.Destroy(m_go); //UtilApi.UnloadUnusedAssets(); } }
override public void dispose() { if (m_selfGo != null) { UtilApi.Destroy(m_selfGo); } base.dispose(); if (m_prefabRes != null) { Ctx.m_instance.m_uiPrefabMgr.unload(m_prefabRes.GetPath(), null); } }
protected void clearEffectRes() { if (m_selfGo != null) // 场景中的特效需要直接释放这个 GameObject { UtilApi.Destroy(m_selfGo); m_selfGo = null; m_spriteRender = null; } if (m_effectPrefab != null) { Ctx.m_instance.m_modelMgr.unload(m_effectPrefab.GetPath(), null); m_effectPrefab = null; } }
/// <summary> /// 让替换的卡牌到手牌手牌区 /// </summary> IEnumerator bancardgohand() { //让手牌到手牌区 iTween.MoveTo(dzban.gameObject, new Vector3(0, 0, -2.66f), 0.5f); mHnadTarget = GameObject.Find("handt").transform; //一共共2个单位 分给所有人 int x = 1; //间隔值 float interval = 2.0f / dzban.childCount; float start = -1; foreach (Transform t in dzban.transform) { //进行排列 Vector3 p = t.localPosition; p.x = start + x * interval; t.localPosition = p; //看向target t.LookAt(mHnadTarget); //修正 t.Rotate(Vector3.up, 180f); //旋转x轴, t.Rotate(Vector3.forward, -8f); UtilApi.setScale(t, new Vector3(0.7f, 0.7f, 0.7f)); x++; } //等待动画完成 yield return(new WaitForSeconds(0.5f)); //幸运币消失, Transform l = GameObject.Find("luckycoin").transform; if (true) { //先手 myHero.SendMessage("setGameID", 1); enemyHero.SendMessage("setGameID", 2); //回合开始 turnBegin(); } UtilApi.Destroy(l.gameObject); clearUpHand(); }
protected void exitFormInternal(UIFormID ID) { Form win = getForm(ID); if (win != null) { // 清理列表 UILayer layer = win.uiLayer; layer.winDic.Remove(ID); // 释放界面资源 win.onExit(); UtilApi.Destroy(win.m_GUIWin.m_uiRoot); win.m_GUIWin.m_uiRoot = null; // 释放加载的资源 //string path = m_UIAttrs.getPath(ID); //if (path != null) //{ // Ctx.m_instance.m_resLoadMgr.unload(path); //} UtilApi.UnloadUnusedAssets(); // 异步卸载共用资源 m_id2FormDic.Remove(ID); win = null; } }
// 同步更新控制器 public void syncUpdateControl() { if (m_bNeedReload) { if (m_controlRes != null) { Ctx.m_instance.m_controllerMgr.unload(m_controlRes.GetPath(), null); m_controlRes = null; if (m_animator != null) { UtilApi.Destroy(m_animator.runtimeAnimatorController); } } m_controlRes = Ctx.m_instance.m_controllerMgr.getAndSyncLoad <ControllerRes>(m_controlPath); } if (m_selfGoChanged) { UtilApi.AddAnimatorComponent(m_selfGo); m_animator = m_selfGo.GetComponent <Animator>(); } if (m_bNeedReload || m_selfGoChanged) { m_animator.runtimeAnimatorController = m_controlRes.InstantiateController(); if (m_stateValue == 0 && canStopIdleFrameTimer()) // 如果当前在 Idle 状态,并且已经完成到 Idle 状态的切换 { m_animator.enabled = false; } } m_bNeedReload = false; m_selfGoChanged = false; }
public void dispose() { m_parentGo.transform.parent = null; disposeNum(); UtilApi.Destroy(m_parentGo); }