• Unity3D MonoBehaviour的生命周期(lifecycle)


    官方的事件函数的执行顺序中有详解(Link:Execution Order of Event Functions

    (图片来源:http://whatiseeinit.blogspot.com/2012/10/unity3d-monobehaviour-lifecycle.html

    通过实际操作来测试上述的流程:

    1、新建一个场景:LifecycleTest

    2、在同级目录下新建一个C#脚本:LifecycleTest.cs,代码如下:

    using System;
    using UnityEngine;
    
    [ExecuteInEditMode]
    public class LifecycleTest : MonoBehaviour {
    
        private void Awake()
        {
            Debug.Log("Awake" + DateTime.Now.ToString());
        }
    
        private void Reset()
        {
            Debug.Log("Reset" + DateTime.Now.ToString());
        }
    
        private void OnEnable()
        {
            Debug.Log("OnEnable" + DateTime.Now.ToString());
        }
    
        private void OnDisable()
        {
            Debug.Log("OnDisable" + DateTime.Now.ToString());
        }
    
        private void OnDestroy()
        {
            Debug.Log("OnDestroy" + DateTime.Now.ToString());
        }
    
    
        // Use this for initialization
        void Start () {
            Debug.Log("Start" + DateTime.Now.ToString());
        }
        
        // Update is called once per frame
        void Update () {
            Debug.Log("Update" + DateTime.Now.ToString());
        }
    }

    3、将LifecycleTest.cs脚本拖拽至LifecycleTest场景的主相机(Main Camera)上(或者选中主相机,在检视图 — Inspector 中最底部按钮 Add Component,输入“LifecycleTest”然后回车,将选中的脚本附加到主相机中);

    4、此时,控制台上将能看到相应的输出

    Awake –> OnEnable –> Reset –> Start –> Update

    1

    当场景卸载时(比如双击切换到另一个场景时,当前场景会被卸载 – unload),此时会触发:

    OnDisable –> OnDestroy

    当场景被载入时(load)

    Awake –> OnEnable –> Start –> Update

    当C#脚本被修改时(Modified)时

    OnDisable –> OnEnable

    我们会发现上面有二对相对应的函数:

    Awake —— OnDestroy

    OnEnable —— OnDisable

    卸载时是 OnDisable –> OnDestroy,加载时是 Awake –> OnEnable。

    注意动态创建的实例对象,记得显示设置隐藏标记(HideFlags)以便更加准确控制其生命周期,避免报错或其它意外的发生。

    using UnityEngine;
    using System.Collections;
    
    public class ExampleClass : MonoBehaviour
    {
        // Creates a material that is explicitly created & destroyed by the component.
        // Resources.UnloadUnusedAssets will not unload it, and it will not be editable by the inspector.
        private Material ownedMaterial;
        void OnEnable()
        {
            ownedMaterial = new Material(Shader.Find("Diffuse"));
            ownedMaterial.hideFlags = HideFlags.HideAndDontSave;
            GetComponent<Renderer>().sharedMaterial = ownedMaterial;
        }
    
        // Objects created as hide and don't save must be explicitly destroyed by the owner of the object.
        void OnDisable()
        {
            DestroyImmediate(ownedMaterial);
        }
    }

    HideFlags的值为枚举类型,详细的参数请参考官网>>

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  • 原文地址:https://www.cnblogs.com/meteoric_cry/p/7373023.html
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