示例#1
0
    public void Clear()
    {
        if (!IsValidSpiteSettings())
        {
            return;
        }

        foreach (ResNode res in currSpriteResNode)
        {
            ResNode temp = res;
            if (null == temp)
            {
                continue;
            }
            if (!temp.isAsync)
            {
                AssetBundleManager.DeleteAssets(ref temp, true);
            }
            else
            {
                AssetBundleManager.DeleteAssetsAsync(ref temp, ResLoadCallBack, true);
            }
        }
        currSpriteResNode.Clear();
        m_SpriteList.Clear();
    }
示例#2
0
 public override void OnDestroy()
 {
     heroReqRes = null;
     AssetBundleManager.DeleteAssets(ref heroReqRes, true);
     AssetBundleManager.DeleteAssets(ref actorNameChangeNode, true);
     base.OnDestroy();
 }
示例#3
0
    public void ClearOptimitzed()
    {
        if (!bBaked)
        {
            return;
        }

        if (WaterRefrctionObjectShader)
        {
            Resources.UnloadAsset(WaterRefrctionObjectShader);
            WaterRefrctionObjectShader = null;
        }
        if (m_Renderer && m_Renderer.sharedMaterial)
        {
            foreach (SceneTextureConfigData cf in allTextureConfig)
            {
                m_Renderer.sharedMaterial.SetTexture(cf.ShaderKeyWordName, null);
            }
        }

        foreach (ResNode r in allResNode)
        {
            ResNode temp = r;
            AssetBundleManager.DeleteAssets(ref temp, true);
        }
        allResNode.Clear();
        RefAreaEnabledStateList.Clear();
        InstanceBoundsList.Clear();
        RefAreaRootObjTable.Clear();
        VisibleRenderInstanceMaterial.Clear();
    }
示例#4
0
    public override void OnAwake(Camera sceneCamera)
    {
        EffectRes = AssetBundleManager.GetAssets(AssetType.Asset_Prefab, assetGUID, true);


        if (null == EffectRes)
        {
            return;
        }

        hostNode = EffectRes.InstanceMainRes <Effect.EffectNodeBase>();
        if (!hostNode)
        {
            AssetBundleManager.DeleteAssets(ref EffectRes, true);
            enabled = false;
            return;
        }
        effectGo = hostNode.gameObject;
        effectGo.transform.SetParent(EffectParent);
        effectGo.transform.position   = EffectPosition;
        effectGo.transform.rotation   = EffectRoation;
        effectGo.transform.localScale = EffectScale;
        hostNode.PlayOnAwake          = false;
        hostNode.isStaticEffect       = false;
        hostNode.Init();
        hostNode.StopEffect();
        Effect.EffectNodeBase.ResigterEffectQualityChange(OnEffectQualityChange);
    }
示例#5
0
        public override void Destroy()
        {
            base.Destroy();
            AssetBundleManager.DeleteAssets(ref actorNameChangeNode, true);

            EntityFactory.RemoveEntityNumPropHandler(OnCommand_UpdateNumProp);
        }
示例#6
0
        protected override void OnDestroy()
        {
            AssetBundleManager.DeleteAssets(ref SeparationLineComponentRes, true);
            AssetBundleManager.DeleteAssets(ref DefaultItemComponentRes, true);

            base.OnDestroy();
        }
示例#7
0
    private static void OnSceneLoadFinish(string sceneName)
    {
        isHaveData = false;
        //如果是非吃鸡场景,卸载.
        if (GameLogicAPI.getCurGameMode() != Game_ManagedDef.EGameMode.EGM_MCAMP)
        {
            AssetBundleManager.DeleteAssets(ref SafeZoneEffectRes, true);
            SafeZoneEffectInstance = null;
            return;
        }
        if (null == SafeZoneEffectRes)
        {
            SafeZoneEffectRes = AssetBundleManager.GetAssets(AssetType.Asset_Prefab, SafeZoneEffectGUID, true);
            if (!ResNode.isNullOrEmpty(SafeZoneEffectRes))
            {
                SafeZoneEffectInstance = SafeZoneEffectRes.InstanceMainRes <Effect.EffectNode>();
                if (SafeZoneEffectInstance)
                {
                    SafeZoneEffectInstance.Init();
                    SafeZoneEffectInstance.StopEffect();
                    SafeZoneTransform = SafeZoneEffectInstance.transform;
                    SafeZoneTransform.SetParent(EntityFactory.EffectGroup.transform);

                    GenerateZoneMaterial(SafeZoneEffectInstance);
                }
            }
        }

        if (SafeZoneEffectInstance)
        {
            SafeZoneEffectInstance.StopEffect();
        }
    }
示例#8
0
 public void destroy()
 {
     if (m_PrefabRes != null)
     {
         AssetBundleManager.DeleteAssets(ref m_PrefabRes, true);
     }
     m_transform = null;
 }
示例#9
0
 public void Clear()
 {
     for (int i = 0; i < SwitchList.Count; i++)
     {
         SwitchEffectNode n = SwitchList[i];
         AssetBundleManager.DeleteAssets(ref n.res, true);
     }
 }
示例#10
0
 public void OnDestroy()
 {
     AssetBundleManager.DeleteAssets(ref UIResNode, true);
     foreach (PerformanceCheckFlowBase temp in FlowTable.Values)
     {
         temp.Destroy();
     }
     FlowTable.Clear();
     Instance = null;
 }
示例#11
0
 private void DeleteFloatingAssets()
 {
     if (!ResNode.isNullOrEmpty(WingAssets))
     {
         WingAssets.DestroyInstanceRes(ref wingGO);
         AssetBundleManager.DeleteAssets(ref WingAssets, false);
         wingGO       = null;
         wingAnimator = null;
     }
 }
示例#12
0
 // 卸载窗口资源
 public virtual void UnloadView()
 {
     if (m_wndView != null)
     {
         SetVisible(false);
         m_wndView.Destroy();
         m_wndView = null;
         AssetBundleManager.DeleteAssets(ref ViewPrefabRes, true);
     }
 }
示例#13
0
 public override void OnClear(Camera sceneCamera)
 {
     if (!effectGo)
     {
         return;
     }
     hostNode = null;
     Effect.EffectNodeBase.UnResigterEffectQualityChange(OnEffectQualityChange);
     GameObject.DestroyObject(effectGo);
     AssetBundleManager.DeleteAssets(ref EffectRes, true);
 }
示例#14
0
        public void Clear()
        {
            AssetBundleManager.DeleteAssets(ref shopMoneyItemRes, true);
            AssetBundleManager.DeleteAssets(ref shopMoneyItemRes, true);
            AssetBundleManager.DeleteAssets(ref singleShopGoodsItemRes, true);
            AssetBundleManager.DeleteAssets(ref squareHighlightItemRes, true);
            AssetBundleManager.DeleteAssets(ref singleSortBtnItemRes, true);
            AssetBundleManager.DeleteAssets(ref heroStarItemRes, true);

            TimerManager.KillTimer(this, (int)ETIMER.ETIMER_REFLUSHLEFTTIME);
        }
 private void UnLoadTerrain()
 {
     foreach (ResNode res in TerrainResNodeList)
     {
         ResNode temp = res;
         AssetBundleManager.DeleteAssets(ref temp, true);
     }
     TerrainResNodeList.Clear();
     TerrainList.Clear();
     DestroyImmediate(UnityTerrainRoot);
     WindList.Clear();
 }
示例#16
0
        public override void Destroy()
        {
            base.Destroy();

            Clear();

            //释放资源节点
            for (int i = 0; i < 3; i++)
            {
                AssetBundleManager.DeleteAssets(ref prizeChestResNodeList[i], true);
            }
        }
示例#17
0
        public override void Destroy()
        {
            base.Destroy();

            DestroyALL();
            ActiviteList.Clear();
            UnActiviteList.Clear();
            ActiviteList   = null;
            UnActiviteList = null;
            m_Container    = null;
            m_Anim         = null;
            AssetBundleManager.DeleteAssets(ref floatFontItemRes, true);
        }
示例#18
0
        public int Exit(IFSMParam _data)
        {
            gameObject.SetActive(false);
            RemoveAllHeroHeadPortrait();
            ClearSelectSkinModel();
            if (m_goHeroPortraitResNode != null)
            {
                AssetBundleManager.DeleteAssets(ref m_goHeroPortraitResNode, true);
                m_goHeroPortraitResNode = null;
            }

            return(RunningStatus.FINISHED);
        }
示例#19
0
 void UnLoadSkyBoxTexture()
 {
     RenderSettings.skybox = SkyBoxBackUp;
     if (SkyBoxMaterial)
     {
         ResNode.DestroyRes(ref SkyBoxMaterial);
         SkyBoxMaterial = null;
     }
     foreach (ResNode res in SkyBoxRes)
     {
         ResNode temp = res;
         AssetBundleManager.DeleteAssets(ref temp, true);
     }
     SkyBoxRes.Clear();
 }
示例#20
0
        public void Clear()
        {
            m_totalWarRecordList.Clear();

            m_legendCupNodeList.Clear();
            m_legendCupSelfInNodeDic.Clear();
            m_legendCupSelfCreateNodeDic.Clear();

            m_legendCupRegistKinDic.Clear();
            m_legendCupRegistBlacklistDic.Clear();
            m_legendCupRegistKinMembrDic.Clear();

            m_CompetitionKinMemberDic.Clear();

            AssetBundleManager.DeleteAssets(ref m_legendCupPrizeItemRes, true);
        }
        private void destroyDataChartFrame()
        {
            GameUtil.DestroyChild(selfDataChartPlayerGroup.transform);
            GameUtil.DestroyChild(enemyDataChartPlayerGroup.transform);

            ToggleHead.onValueChanged.RemoveAllListeners();
            ToggleHead2.onValueChanged.RemoveAllListeners();
            ToggleHead3.onValueChanged.RemoveAllListeners();

            AssetBundleManager.DeleteAssets(ref DataChartPlayerReqRes, true);
            AssetBundleManager.DeleteAssets(ref toggleDataRes, true);

            ToggleHead.onValueChanged.RemoveAllListeners();
            ToggleHead2.onValueChanged.RemoveAllListeners();
            ToggleHead3.onValueChanged.RemoveAllListeners();
        }
示例#22
0
    private static Skin BuildSkin(SkinModelInfo info, ResNode obj, bool isAsync)
    {
        Skin sk = null;

        if (!m_SkinMap.TryGetValue(info.nSkinID, out sk))
        {
            sk         = new Skin();
            sk.nSkinID = info.nSkinID;
            m_SkinMap.Add(info.nSkinID, sk);
        }

        if (obj != null)
        {
            sk.SkinType     = info.SkinType;
            sk.fSkinScale   = info.fSkinScale;
            sk.ResSkinObj   = obj;
            sk.isStaticSkin = info.strPatch.Contains(staticSkinPatch);
            sk.isAsync      = isAsync;
            if (!CheckSkinValid(sk))
            {
                if (!isAsync)
                {
                    AssetBundleManager.DeleteAssets(ref obj, ImmdieateUnLoadSkin);
                }
                else
                {
                    AssetBundleManager.DeleteAssetsAsync(ref obj, ResLoadCallBack, ImmdieateUnLoadSkin);
                }
                sk.isValid = false;
                obj        = null;
                return(sk);
            }

            sk.isValid = true;
            obj        = null;
            return(sk);
        }
        else
        {
            sk.isValid = false;
            Debug.LogWarning("加载皮肤模型失败,ID:" + info.nSkinID + ",路径:" + info.strPatch + ",请[--策划--]检查配置");
            return(null);
        }
    }
        public override void Destroy()
        {
            TimerManager.KillTimer(this, (int)EN_WarRecordTableTimeId.TIMEID_BOSSCDTIME);

            if (playerRecordInfo != null)
            {
                foreach (var item in playerRecordInfo)
                {
                    item.Destroy();
                }
            }

            GameUtil.DestroyChild(RecordGroup_Left);
            GameUtil.DestroyChild(RecordGroup_Right);

            AssetBundleManager.DeleteAssets(ref reqRes, true);

            base.Destroy();
        }
        void destroyVSInfoPlayerFrame()
        {
            for (int i = 0; i < UDefines.WAR_PERSON_MAX_COUNT; ++i)
            {
                UVSInfoPlayerInfo info = VSInfoPlayerInfo[i];
                if (info == null)
                {
                    continue;
                }
                VSInfoPlayerInfo[i].ResDestroy();
            }

            if (VSInfoPlayerRes != null)
            {
                AssetBundleManager.DeleteAssets(ref VSInfoPlayerRes, true);
            }

            GameUtil.DestroyChild(selfVSInfoPlayerGroup.transform);
            GameUtil.DestroyChild(enemyVSInfoPlayerGroup.transform);
        }
示例#25
0
        public void Clear()
        {
            if (!bInit)
            {
                return;
            }

            DestroyALL();

            foreach (BloodStyleInfo info in m_BloodStyleList)
            {
                if (null != info.bloodRes)
                {
                    AssetBundleManager.DeleteAssets(ref info.bloodRes, true);
                }
            }

            if (null != CacheBloodRoot)
            {
                GameObject.DestroyImmediate(CacheBloodRoot);
            }

            EntityFactory.RemoveEntityNumPropHandler(ResponseEntityNumPropEvent);
            TargetFrame.OnSelectedTarget           -= OnSelectTarget;
            TargetFrame.OnDisSelectedTarget        -= OnUnSelectTarget;
            SoldierCamera.SwitchLookAtSoliderEvent -= SwitchBossBloodTarget;
            Initialize.OnDeviceStateChage          -= Refresh;
            Initialize.onApplicationFocusChangeEvent.RemoveListener(ForceRefresh);

            m_BloodStyleList.Clear();
            m_RenderTexture.Release();
            m_RenderTexture = null;

            renderCam       = null;
            renderCanvas    = null;
            bossBloodParent = null;

            bInit = false;
        }
示例#26
0
    private static void UnLoadSkinRes(ref Skin sk)
    {
        if (null == sk)
        {
            return;
        }
        int     SkinID  = sk.nSkinID;
        bool    isAsync = sk.isAsync;
        ResNode res     = sk.ResSkinObj;

        sk.Clear(true);

        if (isAsync)
        {
            AssetBundleManager.DeleteAssetsAsync(ref res, ResLoadCallBack, ImmdieateUnLoadSkin);
        }
        else
        {
            AssetBundleManager.DeleteAssets(ref res, ImmdieateUnLoadSkin);
        }

        sk = null;
    }
示例#27
0
    public void Clear()
    {
        if (!m_Valid)
        {
            return;
        }
        bPlay    = false;
        m_Config = null;
        //顺序不能乱
        StopAllCoroutines();
        if (m_AudioInstance)
        {
            m_AudioInstance.clip = null;
            m_AudioInstance.outputAudioMixerGroup = null;
            m_AudioInstance.Stop();
            m_AudioInstance.volume = orginalVolume;
        }

        //删除资源
        if (bAsyncLoad)
        {
            AssetBundleManager.DeleteAssetsAsync(ref m_ResNode, this, false);
        }
        else
        {
            AssetBundleManager.DeleteAssets(ref m_ResNode, false);
        }

        m_entityID      = -1;
        m_ResNode       = null;
        m_AudioInstance = null;
        m_host          = null;
        currPlayTimes   = 0;
        isFinish        = true;
        m_Valid         = false;
        bAsyncLoad      = true;
    }
示例#28
0
        public void Clear()
        {
            if (!bInit)
            {
                return;
            }
            DestroyALL();
            m_RenderTexture.Release();

            renderCam    = null;
            renderCanvas = null;
            AssetBundleManager.DeleteAssets(ref TopNamePrefabRes, true);
            AssetBundleManager.DeleteAssets(ref TopNameSystemPrefabRes, true);
            TopNameSystemPrefabRes = null;
            TopNamePrefabRes       = null;
            if (CacheTopNameRoot != null)
            {
                GameObject.DestroyImmediate(CacheTopNameRoot);
            }

            EntityFactory.RemoveEntityNumPropHandler(ResponseEntityNumPropEvent);
            Initialize.OnDeviceStateChage -= Refresh;
            bInit = false;
        }
示例#29
0
 public override void Destroy()
 {
     base.Destroy();
     AssetBundleManager.DeleteAssets(ref m_SelectionItemResNode, true);
 }
示例#30
0
 public void Clear()
 {
     AssetBundleManager.DeleteAssets(ref OrginalObj, false);
     m_PrefabList.Clear();
     OrginalObj = null;
 }