private void OnUnloadSceneFailure(object sender, GameFramework.Scene.UnloadSceneFailureEventArgs e) { Log.Warning("Unload scene failure, scene asset name '{0}'.", e.SceneAssetName); if (m_EnableUnloadSceneFailureEvent) { m_EventComponent.Fire(this, ReferencePool.Acquire <UnloadSceneFailureEventArgs>().Fill(e)); } }
private void OnUnloadSceneFailure(object sender, GameFramework.Scene.UnloadSceneFailureEventArgs e) { Log.Warning("Unload scene failure, scene name '{0}'.", e.SceneName); if (m_EnableUnloadSceneFailureEvent) { m_EventComponent.Fire(this, new UnloadSceneFailureEventArgs(e)); } }
private void UnloadSceneFailureCallback(string sceneAssetName, object userData) { m_UnloadingSceneAssetNames.Remove(sceneAssetName); if (m_UnloadSceneFailureEventHandler != null) { UnloadSceneFailureEventArgs unloadSceneFailureEventArgs = UnloadSceneFailureEventArgs.Create(sceneAssetName, userData); m_UnloadSceneFailureEventHandler(this, unloadSceneFailureEventArgs); ReferencePool.Release(unloadSceneFailureEventArgs); return; } throw new GameFrameworkException(Utility.Text.Format("Unload scene failure, scene asset name '{0}'.", sceneAssetName)); }
private void OnUnloadSceneFailure(object sender, GameFramework.Scene.UnloadSceneFailureEventArgs e) { RefreshAudioListener(); }
private void OnUnloadSceneFailure(object sender, GameFramework.Scene.UnloadSceneFailureEventArgs e) { Log.Warning("Unload scene failure, scene asset name '{0}'.", e.SceneAssetName); m_EventComponent.Fire(this, UnloadSceneFailureEventArgs.Create(e)); }