public override void destroy() { base.destroy(); base.destroyAllComponents(); UnityUtility.destroyGameObject(mSceneObject); mSceneObject = null; }
public void destroyModel(string modelName) { if (mModelInstanceList.ContainsKey(modelName)) { UnityUtility.destroyGameObject(mModelInstanceList[modelName]); mModelInstanceList.Remove(modelName); } }
public void destroyModelPrefab(string fileWithPath) { if (mModelPrefabList.ContainsKey(fileWithPath)) { UnityUtility.destroyGameObject(mModelPrefabList[fileWithPath]); mModelPrefabList.Remove(fileWithPath); } }
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 }
public void destroy() { foreach (var item in mInstanceList) { UnityUtility.destroyGameObject(item.Value.mObject); } mPrefabList.Clear(); mInstanceList.Clear(); }
public void removeItem(int index) { if (index < 0 || index >= mItemList.Count) { return; } UnityUtility.destroyGameObject(mItemList[index].getObject()); mItemList.RemoveAt(index); }
public void clearItem() { int itemCount = mItemList.Count; for (int i = 0; i < itemCount; ++i) { UnityUtility.destroyGameObject(mItemList[i].getObject()); } mItemList.Clear(); }
public override void destroy() { base.destroy(); base.destroyAllComponents(); if (mDestroyObject) { UnityUtility.destroyGameObject(mObject); } mObject = null; mTransform = null; }
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; }
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>(); }
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(); }
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(); }
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); }
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); } }
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(); }
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; }
public override void destroy() { // 卸载创建出的材质 UnityUtility.destroyGameObject(mTexture.material); base.destroy(); }