Depiction Engine For Unity 2023.0 (Alpha)
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DepictionEngine.Disposable Class Reference

Classes

struct  Null
 A value used for equality operators to establish whether an DepictionEngine.IDisposable is Destroyed OR pooled. More...
 

Public Member Functions

virtual void Recycle ()
 Resets the fields to their default value so the object can be reused again. It will be called by the DepictionEngine.PoolManager if the object is being recycled from the pool.
 
bool Initialize ()
 Needs to be called before the object can be used. Objects created through the DepictionEngine.InstanceManager should automatically Initialize the object.
 
virtual void Initializing ()
 
virtual void InitializeFields ()
 
virtual void InitializeSerializedFields ()
 
virtual void UpdateAllDelegates ()
 
virtual void Initialized (InitializationContext initializingContext)
 Acts as a reliable constructor and will always by called unlike Awake which is sometimes skipped during Undo / Redo operations.
 
bool IsDisposing ()
 Is the object disposing?.
 
bool IsDisposed ()
 Has the object been disposed?
 
bool IsDestroying ()
 
void MarkAsNotPoolable ()
 
virtual void OnBeforeSerialize ()
 
virtual void OnAfterDeserialize ()
 
bool OnDisposing ()
 
bool UpdateDisposingContext (bool forceUpdate=false)
 This is where you clear or dispose any remaining references. It will be called automatically by DepictionEngine.DisposeManager immediately after DepictionEngine.IDisposable.OnDisposing unless the object was Destroyed as a result of an Editor action.
 
void OnDisposeInternal (DisposeContext disposeContext)
 
virtual bool OnDispose (DisposeContext disposeContext)
 This is where you dispose any remaining dependencies.
 
bool Equals (Null value)
 
override bool Equals (object value)
 
override int GetHashCode ()
 
void Initialized (InitializationContext initializingContext)
 Acts as a reliable constructor and will always by called unlike Awake which is sometimes skipped during Undo / Redo operations.
 
void Recycle ()
 Resets the fields to their default value so the object can be reused again. It will be called by the DepictionEngine.PoolManager if the object is being recycled from the pool.
 
bool Initialize ()
 Needs to be called before the object can be used. Objects created through the DepictionEngine.InstanceManager should automatically Initialize the object.
 
bool IsDisposing ()
 Is the object disposing?.
 
bool IsDisposed ()
 Has the object been disposed?
 
bool OnDisposing ()
 
bool OnDispose (DisposeContext disposeContext)
 This is where you dispose any remaining dependencies.
 
void OnDisposeInternal (DisposeContext disposeContext)
 
bool UpdateDisposingContext (bool forceUpdate=false)
 This is where you clear or dispose any remaining references. It will be called automatically by DepictionEngine.DisposeManager immediately after DepictionEngine.IDisposable.OnDisposing unless the object was Destroyed as a result of an Editor action.
 
bool Equals (Disposable.Null value)
 

Static Public Member Functions

static bool IsDisposed< T > (T disposable)
 Is the object Destroyed OR Pooled(if the object is an DepictionEngine.IDisposable).
 
static bool operator!= (Disposable lhs, Null rhs)
 
static bool operator== (Disposable lhs, Null _)
 

Static Public Attributes

static readonly Null NULL = new()
 A value used for equality operators to establish whether an DepictionEngine.IDisposable is Destroyed OR Pooled.
 

Protected Member Functions

virtual DisposeContext GetDisposingContext ()
 

Properties

bool initialized [get]
 Has the object been initialized.
 
bool poolComplete [get, set]
 Is the object done disposing.
 
DisposeContext disposingContext [get]
 The DepictionEngine.DisposeContext under which the object was destroyed.
 
bool notPoolable [get]
 
Action< IDisposableInitializedEvent [get, set]
 Dispatched after the object as been initialized.
 
Action< IDisposable, DisposeContextDisposedEvent [get, set]
 Dispatched during the DepictionEngine.MonoBehaviourDisposable.OnDispose, DepictionEngine.ScriptableObjectDisposable.OnDispose or DepictionEngine.Disposable.OnDispose.
 
- Properties inherited from DepictionEngine.IDisposable
Action< IDisposableInitializedEvent [get, set]
 Dispatched after the object as been initialized.
 
Action< IDisposable, DisposeContextDisposedEvent [get, set]
 Dispatched during the DepictionEngine.MonoBehaviourDisposable.OnDispose, DepictionEngine.ScriptableObjectDisposable.OnDispose or DepictionEngine.Disposable.OnDispose.
 
bool initialized [get]
 Has the object been initialized.
 
bool poolComplete [get, set]
 Is the object done disposing.
 
DisposeContext disposingContext [get]
 The DepictionEngine.DisposeContext under which the object was destroyed.
 

Member Function Documentation

◆ Equals()

bool DepictionEngine.Disposable.Equals ( Null  value)

◆ Initialize()

bool DepictionEngine.Disposable.Initialize ( )

Needs to be called before the object can be used. Objects created through the DepictionEngine.InstanceManager should automatically Initialize the object.

Returns
False if the object is already initializing or initialized.

In some edge cases, in the editor, the Initialize may not be called immediately after the object is instantiated.

Implements DepictionEngine.IDisposable.

◆ Initialized()

virtual void DepictionEngine.Disposable.Initialized ( InitializationContext  initializingContext)
virtual

Acts as a reliable constructor and will always by called unlike Awake which is sometimes skipped during Undo / Redo operations.

Parameters
initializingContext

Implements DepictionEngine.IDisposable.

◆ IsDisposed()

bool DepictionEngine.Disposable.IsDisposed ( )

Has the object been disposed?

Returns
True if the object as already been disposed / destroyed.

Implements DepictionEngine.IDisposable.

◆ IsDisposed< T >()

static bool DepictionEngine.Disposable.IsDisposed< T > ( disposable)
static

Is the object Destroyed OR Pooled(if the object is an DepictionEngine.IDisposable).

Template Parameters
T
Parameters
disposable
Returns
True if it was Destroyed OR Pooled

◆ IsDisposing()

bool DepictionEngine.Disposable.IsDisposing ( )

Is the object disposing?.

Returns
True if the object is being disposed / destroyed or as already been disposed / destroyed.

Implements DepictionEngine.IDisposable.

◆ OnDispose()

virtual bool DepictionEngine.Disposable.OnDispose ( DisposeContext  disposeContext)
virtual

◆ OnDisposeInternal()

void DepictionEngine.Disposable.OnDisposeInternal ( DisposeContext  disposeContext)

◆ OnDisposing()

bool DepictionEngine.Disposable.OnDisposing ( )

◆ Recycle()

◆ UpdateDisposingContext()

bool DepictionEngine.Disposable.UpdateDisposingContext ( bool  forceUpdate = false)

This is where you clear or dispose any remaining references. It will be called automatically by DepictionEngine.DisposeManager immediately after DepictionEngine.IDisposable.OnDisposing unless the object was Destroyed as a result of an Editor action.

Parameters
forceUpdate
Returns
True if disposing, False if the object is already disposing or was disposed.

Implements DepictionEngine.IDisposable.

Property Documentation

◆ DisposedEvent

◆ disposingContext

DisposeContext DepictionEngine.Disposable.disposingContext
get

The DepictionEngine.DisposeContext under which the object was destroyed.

Implements DepictionEngine.IDisposable.

◆ initialized

bool DepictionEngine.Disposable.initialized
get

Has the object been initialized.

Implements DepictionEngine.IDisposable.

◆ InitializedEvent

Action<IDisposable> DepictionEngine.Disposable.InitializedEvent
getset

Dispatched after the object as been initialized.

Implements DepictionEngine.IDisposable.

◆ poolComplete

bool DepictionEngine.Disposable.poolComplete
getset

Is the object done disposing.

Implements DepictionEngine.IDisposable.


The documentation for this class was generated from the following file: