void OnDisable() { #if UNITY_2018_1_OR_NEWER attachProfilerState.Dispose(); attachProfilerState = null; #endif EditorConnection.instance.Unregister(UnityMemoryProfilerSupportKunClient.kMsgSendPlayerToEditor, OnMessageEvent); EditorConnection.instance.DisconnectAll(); }
internal void OnDisable() { m_ConsoleAttachToPlayerState?.Dispose(); m_ConsoleAttachToPlayerState = null; if (ms_ConsoleWindow == this) { ms_ConsoleWindow = null; } }
// private void OnDisable() { attachProfilerState.Dispose(); attachProfilerState = null; UnityEditor.Networking.PlayerConnection.EditorConnection.instance.DisconnectAll(); UnityEditor.Networking.PlayerConnection.EditorConnection.instance.Unregister(PlayerView.kMsgSendPlayerToEditor, OnMessageEvent); UnityEditor.Networking.PlayerConnection.EditorConnection.instance.Unregister(PlayerView.kMsgSendPlayerToEditorHeader, OnMessageEventHeader); UnityEditor.Networking.PlayerConnection.EditorConnection.instance.UnregisterConnection(OnConnection); UnityEditor.Networking.PlayerConnection.EditorConnection.instance.UnregisterDisconnection(OnDisConnection); }
public void Dispose() { lock (_lock) { _logger?.LogTrace("Disposed connection"); _lowerConnection?.Dispose(); _state?.Dispose(); _lowerConnection = null; _state = null; GC.SuppressFinalize(this); } }
void OnDisable() { m_AttachProfilerState.Dispose(); m_AttachProfilerState = null; m_ProfilerWindows.Remove(this); foreach (var module in m_ProfilerModules) { module.OnDisable(); } EditorApplication.playModeStateChanged -= OnPlaymodeStateChanged; UserAccessiblitySettings.colorBlindConditionChanged -= Initialize; ProfilerUserSettings.settingsChanged -= OnSettingsChanged; }
void OnDisable() { Application.logMessageReceived -= DoLogChanged; #if UNITY_2018_3_OR_NEWER m_ConsoleAttachToPlayerState?.Dispose(); m_ConsoleAttachToPlayerState = null; #endif m_SearchHistory = LogEntries.wrapped.searchHistory; if (ms_ConsoleWindow == this) { ms_ConsoleWindow = null; } }
protected override void Dispose(bool disposing) { base.Dispose(disposing); if (ProfilerWindow != null) { ProfilerWindow.SelectedFrameIndexChanged -= UpdateContent; } if (m_ConnectionState != null) { m_ConnectionState.Dispose(); } m_ConnectionState = null; m_UIState = null; }
private void OnDisable() { if (m_EventDetailsView != null) { m_EventDetailsView.OnDisable(); } FrameDebuggerStyles.OnDisable(); m_AttachToPlayerState?.Dispose(); m_AttachToPlayerState = null; s_FrameDebuggers.Remove(this); EditorApplication.pauseStateChanged -= OnPauseStateChanged; EditorApplication.playModeStateChanged -= OnPlayModeStateChanged; DisableFrameDebugger(); }
private void OnDisable() { if (onMessageFuncDict != null) { onMessageFuncDict.Clear(); onMessageFuncDict = null; } if (onGUILayoutFuncDict != null) { onGUILayoutFuncDict.Clear(); onGUILayoutFuncDict = null; } if (m_attachProfilerState != null) { m_attachProfilerState.Dispose(); m_attachProfilerState = null; } UnityEditor.Networking.PlayerConnection.EditorConnection.instance.Unregister(UnityChoseKun.kMsgSendPlayerToEditor, OnMessageEvent); UnityEditor.Networking.PlayerConnection.EditorConnection.instance.UnregisterConnection(OnConnection); UnityEditor.Networking.PlayerConnection.EditorConnection.instance.UnregisterDisconnection(OnDisConnection); // Deviceと接続した状態でUnityEditorを終了させるとUnityEditorがクラッシュする。 // スクリプトリファレンスに記載されているサンプルでもOnDisableで処理しているので謎 // しかし、呼ばないと次に接続した時に繋がらなくなる。 // 呼ぶ必要はあるが、呼ぶとクラッシュする謎仕様。 // ========== OUTPUTTING STACK TRACE ================== // 0x00007FF774558B79(Unity) profiling::ProfilerSession::OnConnectTo // 0x00007FF7753BA87C(Unity) GeneralConnection::DisconnectAll // 0x00007FF7733DF6B6(Unity) EditorConnectionInternal_CUSTOM_DisconnectAll // 0x0000023E504F1115(Mono JIT Code)(wrapper managed - to - native) UnityEditor.EditorConnectionInternal:DisconnectAll() // 0x0000023E504F0FB3(Mono JIT Code) UnityEditor.EditorConnectionInternal:UnityEngine.IPlayerEditorConnectionNative.DisconnectAll() // 0x0000023E504F0E84(Mono JIT Code) UnityEditor.Networking.PlayerConnection.EditorConnection:DisconnectAll() // 0x0000023E504EF963(Mono JIT Code)[D:\SandBox\unitychan - crs - master\Assets\UTJ\UnityChoseKun\Editor\Scripts\PlayerViewEditorWindow.cs:141] Utj.UnityChoseKun.PlayerViewKunEditorWindow:OnDisable() // UnityEditor.Networking.PlayerConnection.EditorConnection.instance.DisconnectAll(); }
private void OnDisable() { if (onMessageFuncDict != null) { onMessageFuncDict.Clear(); onMessageFuncDict = null; } if (onGUILayoutFuncDict != null) { onGUILayoutFuncDict.Clear(); onGUILayoutFuncDict = null; } UnityEditor.Networking.PlayerConnection.EditorConnection.instance.Unregister(UnityChoseKun.kMsgSendPlayerToEditor, OnMessageEvent); UnityEditor.Networking.PlayerConnection.EditorConnection.instance.DisconnectAll(); if (m_attachProfilerState != null) { m_attachProfilerState.Dispose(); m_attachProfilerState = null; } }
void OnDisable() { EditorConnection.instance.Unregister(RuntimeDebuggerOpenXRFeature.kPlayerToEditorSendDebuggerOutput, DebuggerState.OnMessageEvent); state.Dispose(); }
private void OnDisable() { #if ENABLE_PROFILER_STATES m_attachProfilerState.Dispose(); #endif }
public void Dispose() { _connection?.Dispose(); _connection = null; _state.Dispose(); }
// private void OnDisable() { attachProfilerState.Dispose(); attachProfilerState = null; }
/// <summary> /// /// </summary> private void OnDisable() { UnityEditor.Networking.PlayerConnection.EditorConnection.instance.Unregister(RemoteMessageBase.kMsgSendPlayerToEditor, OnMessageEvent); UnityEditor.Networking.PlayerConnection.EditorConnection.instance.DisconnectAll(); m_connectionState.Dispose(); }
internal void OnDisable() { m_ConsoleAttachToPlayerState?.Dispose(); m_ConsoleAttachToPlayerState = null; }