public override void Uninitialize() { //Main.Instance.eventFrameEnter -= _onUpdate; GameApp.eventUpdate -= _onUpdate; //m_net_client_gamesrv.Unregister( Msg_gc_Heartbeat.MyMessageId ); if (m_net_client_gamesrv != null) { m_net_client_gamesrv.Disconnect(); m_net_client_gamesrv.Uninitialize(); m_net_client_gamesrv = null; } }
/// <summary> /// 初始化函数 /// </summary> /// <returns></returns> public override bool Initialize() { // 网络库初始化 m_net_client_gamesrv = new NetClientStream(); m_net_client_gamesrv.Initialize((Int32)NetStreamName.GameSrv); // 初始化状态机 List <State <NetWorkStateType, NetProvider_Default> > states = new List <State <NetWorkStateType, NetProvider_Default> >(); foreach (NetWorkStateType t in Enum.GetValues(typeof(NetWorkStateType))) { states.Add(NetworkState.Instantiate(t, this, m_fsm)); } m_fsm.Initialize(this, states); m_fsm.ChangeStateTo(NetWorkStateType.Idle); //Main.Instance.eventFrameEnter += _onUpdate; GameApp.eventUpdate += _onUpdate; return(true); }