示例#1
0
 public override void destroy()
 {
     base.destroy();
     base.destroyAllComponents();
     UnityUtility.destroyGameObject(mSceneObject);
     mSceneObject = null;
 }
示例#2
0
 public void destroyModel(string modelName)
 {
     if (mModelInstanceList.ContainsKey(modelName))
     {
         UnityUtility.destroyGameObject(mModelInstanceList[modelName]);
         mModelInstanceList.Remove(modelName);
     }
 }
示例#3
0
 public void destroyModelPrefab(string fileWithPath)
 {
     if (mModelPrefabList.ContainsKey(fileWithPath))
     {
         UnityUtility.destroyGameObject(mModelPrefabList[fileWithPath]);
         mModelPrefabList.Remove(fileWithPath);
     }
 }
示例#4
0
    public static void destroyGameObject(UnityEngine.Object obj, bool immediately = false, bool allowDestroyAssets = false)
    {
#if MAKE_CS_DLL
        callStatic(UTILITY_UNITY, "destroyGameObject", new object[] { obj, immediately, allowDestroyAssets });
#else
        UnityUtility.destroyGameObject(obj, immediately, allowDestroyAssets);
#endif
    }
示例#5
0
 public void destroy()
 {
     foreach (var item in mInstanceList)
     {
         UnityUtility.destroyGameObject(item.Value.mObject);
     }
     mPrefabList.Clear();
     mInstanceList.Clear();
 }
示例#6
0
 public void removeItem(int index)
 {
     if (index < 0 || index >= mItemList.Count)
     {
         return;
     }
     UnityUtility.destroyGameObject(mItemList[index].getObject());
     mItemList.RemoveAt(index);
 }
示例#7
0
    public void clearItem()
    {
        int itemCount = mItemList.Count;

        for (int i = 0; i < itemCount; ++i)
        {
            UnityUtility.destroyGameObject(mItemList[i].getObject());
        }
        mItemList.Clear();
    }
示例#8
0
 public override void destroy()
 {
     base.destroy();
     base.destroyAllComponents();
     if (mDestroyObject)
     {
         UnityUtility.destroyGameObject(mObject);
     }
     mObject    = null;
     mTransform = null;
 }
示例#9
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 public virtual void setObject(GameObject obj, bool destroyOld = true)
 {
     if (destroyOld && mObject != null)
     {
         UnityUtility.destroyGameObject(mObject);
         mObject = null;
     }
     mObject      = obj;
     mObject.name = mName;
     mTransform   = mObject.transform;
 }
示例#10
0
 public virtual void setObject(GameObject obj, bool destroyOld = true)
 {
     if (destroyOld && mObject != null)
     {
         UnityUtility.destroyGameObject(mObject);
         mObject = null;
     }
     mObject      = obj;
     mObject.name = mName;
     mTransform   = mObject.transform;
     mAudioSource = mObject.GetComponent <AudioSource>();
 }
示例#11
0
 public override void destroy()
 {
     // 将实例化出的所有物体销毁
     foreach (var item in mCurveList)
     {
         UnityUtility.destroyGameObject(item.Value.mObject);
     }
     mCurveList.Clear();
     mLoadedCount   = 0;
     mManagerObject = null;
     base.destroy();
 }
示例#12
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 public override void destroy()
 {
     foreach (var item in mAudioClipList)
     {
         // 只销毁通过链接加载的音频
         if (!item.Value.mIsResource)
         {
             UnityUtility.destroyGameObject(item.Value.mClip);
         }
     }
     mAudioClipList.Clear();
     base.destroy();
 }
示例#13
0
    public void destroyObject(txUIObject obj, bool immediately = false)
    {
        // 查找该节点下的所有窗口,从布局中注销
        List <GameObject> children = new List <GameObject>();

        findAllChild(obj.getObject(), children);
        int count = children.Count;

        for (int i = 0; i < count; ++i)
        {
            mLayout.unregisterUIObject(mLayout.getUIObject(children[i]));
        }
        UnityUtility.destroyGameObject(obj.getObject(), immediately);
    }
示例#14
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    public static void removeScaleAnchor(GameObject obj)
    {
        // 先销毁自己的Anchor
        if (obj.GetComponent <ScaleAnchor>() != null)
        {
            UnityUtility.destroyGameObject(obj.GetComponent <ScaleAnchor>(), true);
        }
        // 再销毁子节点的Anchor
        int childCount = obj.transform.childCount;

        for (int i = 0; i < childCount; ++i)
        {
            removeScaleAnchor(obj.transform.GetChild(i).gameObject);
        }
    }
示例#15
0
    public override void destroy()
    {
        foreach (var item in mModelInstanceList)
        {
            UnityUtility.destroyGameObject(item.Value);
        }
#if !UNITY_EDITOR
        foreach (var item in mModelPrefabList)
        {
            UnityUtility.destroyGameObject(item.Value, true, true);
        }
#endif
        mModelPrefabList.Clear();
        mModelInstanceList.Clear();
        base.destroy();
    }
示例#16
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    protected static void destroyWindow(txUIObject window)
    {
        // 先销毁所有子节点
        int childCount = window.mChildList.Count;

        for (int i = 0; i < childCount; ++i)
        {
            destroyWindow(window.mChildList[i]);
        }
        // 再销毁自己
        if (window.mLayout != null)
        {
            window.mLayout.unregisterUIObject(window);
            window.mLayout = null;
        }
        UnityUtility.destroyGameObject(window.mObject);
        window.mObject = null;
    }
示例#17
0
 public override void destroy()
 {
     // 卸载创建出的材质
     UnityUtility.destroyGameObject(mTexture.material);
     base.destroy();
 }