protected void SubscribeFixedUpdate() { if (fixedUpdateNode == null) { fixedUpdateNode = UpdateSystem.Instance.SubscribeFixedUpdate(this); } }
protected void SubscribeLateUpdate() { if (lateUpdateNode == null) { lateUpdateNode = UpdateSystem.Instance.SubscribeLateUpdate(this); } }
protected void SubscribeThreadedUpdate() { if (threadedUpdateNode == null) { threadedUpdateNode = ThreadedUpdateSystem.Instance.Subscribe(this); } }
protected void SubscribePreUpdate() { if (preUpdateNode == null) { preUpdateNode = UpdateSystem.Instance.SubscribePreUpdate(this); } }
protected void UnsubscribeFixedUpdate() { if (fixedUpdateNode != null && GameRunning) { UpdateSystem.Instance.UnsubscribeFixedUpdate(fixedUpdateNode); } fixedUpdateNode = null; }
protected void UnsubscribeLateUpdate() { if (lateUpdateNode != null && GameRunning) { UpdateSystem.Instance.UnsubscribeLateUpdate(lateUpdateNode); } lateUpdateNode = null; }
protected void UnsubscribeThreadedUpdate() { if (threadedUpdateNode != null && GameRunning) { ThreadedUpdateSystem.Instance.Unsubscribe(threadedUpdateNode); } threadedUpdateNode = null; }
protected void UnsubscribeUpdate() { if (updateNode != null && GameRunning) { UpdateSystem.Instance?.UnsubscribeUpdate(updateNode); } updateNode = null; }
public void Unsubscribe(EiLLNode <IThreadedUpdate> node) { if (node.List != null) { node.List.Remove(node); } else { UnityEngine.Debug.LogError("Cant remove node from system"); } }
public void SetNode(EiLLNode <ThreadContainer> node) { this.node = node; }
public void Unsubscribe(EiLLNode <IThreadedUpdate> node) { components.Remove(node); }
public static void Unsubscribe <T>(EiLLNode <MessageSubscriber <T> > subscriber) { Message.Unsubscribe <T>(subscriber); }
protected void UnsubscribeUpdateTimer(EiLLNode <UpdateSystem.TimerUpdateData> node) { UpdateSystem.Instance.UnsubscribeTimerUpdate(node); }