private void OnUnloadSceneSuccess(object sender, GameFramework.Scene.UnloadSceneSuccessEventArgs e) { if (m_EnableUnloadSceneSuccessEvent) { m_EventComponent.Fire(this, ReferencePool.Acquire <UnloadSceneSuccessEventArgs>().Fill(e)); } }
private void OnUnloadSceneSuccess(object sender, GameFramework.Scene.UnloadSceneSuccessEventArgs e) { if (m_EnableUnloadSceneSuccessEvent) { m_EventComponent.Fire(this, new UnloadSceneSuccessEventArgs(e)); } }
private void UnloadSceneSuccessCallback(string sceneAssetName, object userData) { m_UnloadingSceneAssetNames.Remove(sceneAssetName); m_LoadedSceneAssetNames.Remove(sceneAssetName); if (m_UnloadSceneSuccessEventHandler != null) { UnloadSceneSuccessEventArgs unloadSceneSuccessEventArgs = UnloadSceneSuccessEventArgs.Create(sceneAssetName, userData); m_UnloadSceneSuccessEventHandler(this, unloadSceneSuccessEventArgs); ReferencePool.Release(unloadSceneSuccessEventArgs); } }
private void OnUnloadSceneSuccess(object sender, GameFramework.Scene.UnloadSceneSuccessEventArgs e) { RefreshAudioListener(); }
private void OnUnloadSceneSuccess(object sender, GameFramework.Scene.UnloadSceneSuccessEventArgs e) { m_EventComponent.Fire(this, UnloadSceneSuccessEventArgs.Create(e)); m_SceneOrder.Remove(e.SceneAssetName); RefreshSceneOrder(); }
private void OnUnloadSceneSuccess(object sender, GameFramework.Scene.UnloadSceneSuccessEventArgs e) { m_MainCamera = Camera.main; m_EventComponent.Fire(this, UnloadSceneSuccessEventArgs.Create(e)); }
private void OnUnloadSceneSuccess(object sender, GameFramework.Scene.UnloadSceneSuccessEventArgs e) { m_MainCamera = Camera.main; m_EventComponent.Fire(this, ReferencePool.Acquire <UnloadSceneSuccessEventArgs>().Fill(e)); }