// ------------------------------------------------------------------------ // Invoked whenever the SerialController gameobject is deactivated. // It stops and destroys the thread that was reading from the serial device. // ------------------------------------------------------------------------ void OnDisable() { // If there is a user-defined tear-down function, execute it before // closing the underlying COM port. if (userDefinedTearDownFunction != null) { userDefinedTearDownFunction(); } // The serialThread reference should never be null at this point, // unless an Exception happened in the OnEnable(), in which case I've // no idea what face Unity will make. if (serialThread != null) { serialThread.RequestStop(); serialThread = null; } // This reference shouldn't be null at this point anyway. if (thread != null) { thread.Join(); thread = null; } }
void disconnect() { // The serialThread reference should never be null at this point, // unless an Exception happened in the OnEnable(), in which case I've // no idea what face Unity will make. if (serialThread != null) { serialThread.RequestStop(); serialThread = null; } // This reference shouldn't be null at this point anyway. if (thread != null) { thread.Join(); thread = null; } }