static int UnloadAsset(IntPtr L) { try { ToLua.CheckArgsCount(L, 2); UnityGameFramework.Runtime.ResourceComponent obj = (UnityGameFramework.Runtime.ResourceComponent)ToLua.CheckObject(L, 1, typeof(UnityGameFramework.Runtime.ResourceComponent)); object arg0 = ToLua.ToVarObject(L, 2); obj.UnloadAsset(arg0); return(0); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e)); } }
/// <summary> /// 释放数据表资源。 /// </summary> /// <param name="dataTableAsset">要释放的数据表资源。</param> public override void ReleaseDataTableAsset(object dataTableAsset) { m_ResourceComponent.UnloadAsset(dataTableAsset); }
/// <summary> /// 释放全局配置资源。 /// </summary> /// <param name="configManager">全局配置管理器。</param> /// <param name="configAsset">要释放的全局配置资源。</param> public override void ReleaseDataAsset(IConfigManager configManager, object configAsset) { m_ResourceComponent.UnloadAsset(configAsset); }
/// <summary> /// 释放声音资源。 /// </summary> /// <param name="soundAsset">要释放的声音资源。</param> public override void ReleaseSoundAsset(object soundAsset) { m_ResourceComponent.UnloadAsset(soundAsset); }
/// <summary> /// 释放全局配置资源。 /// </summary> /// <param name="configAsset">要释放的全局配置资源。</param> public override void ReleaseConfigAsset(object configAsset) { m_ResourceComponent.UnloadAsset(configAsset); }
/// <summary> /// 释放字典资源。 /// </summary> /// <param name="localizationManager">本地化管理器。</param> /// <param name="dictionaryAsset">要释放的字典资源。</param> public override void ReleaseDataAsset(ILocalizationManager localizationManager, object dictionaryAsset) { m_ResourceComponent.UnloadAsset(dictionaryAsset); }
/// <summary> /// 释放实体。 /// </summary> /// <param name="entityAsset">要释放的实体资源。</param> /// <param name="entityInstance">要释放的实体实例。</param> public override void ReleaseEntity(object entityAsset, object entityInstance) { m_ResourceComponent.UnloadAsset(entityAsset); Destroy((Object)entityInstance); }
/// <summary> /// 释放字典资源。 /// </summary> /// <param name="dictionaryAsset">要释放的字典资源。</param> public override void ReleaseDictionaryAsset(object dictionaryAsset) { m_ResourceComponent.UnloadAsset(dictionaryAsset); }
/// <summary> /// 释放界面。 /// </summary> /// <param name="uiFormAsset">要释放的界面资源。</param> /// <param name="uiFormInstance">要释放的界面实例。</param> public override void ReleaseUIForm(object uiFormAsset, object uiFormInstance) { m_ResourceComponent.UnloadAsset(uiFormAsset); Destroy((Object)uiFormInstance); }
/// <summary> /// 释放实体。 /// </summary> /// <param name="itemAsset">要释放的实体资源。</param> /// <param name="itemInstance">要释放的实体实例。</param> public override void ReleaseItem(object itemAsset, object itemInstance) { m_ResourceComponent.UnloadAsset(itemAsset); Destroy((Object)itemInstance); }