Depiction Engine For Unity 2023.0 (Alpha)
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DepictionEngine.IDisposable Interface Reference

Supports Dispose and Initialization. More...

Public Member Functions

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)
 

Properties

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.
 

Detailed Description

Supports Dispose and Initialization.

Member Function Documentation

◆ Initialize()

bool DepictionEngine.IDisposable.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.

Implemented in DepictionEngine.Disposable, DepictionEngine.MonoBehaviourDisposable, and DepictionEngine.ScriptableObjectDisposable.

◆ Initialized()

◆ IsDisposed()

bool DepictionEngine.IDisposable.IsDisposed ( )

Has the object been disposed?

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

Implemented in DepictionEngine.Disposable, DepictionEngine.MonoBehaviourDisposable, and DepictionEngine.ScriptableObjectDisposable.

◆ IsDisposing()

bool DepictionEngine.IDisposable.IsDisposing ( )

Is the object disposing?.

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

Implemented in DepictionEngine.Disposable, DepictionEngine.MonoBehaviourDisposable, and DepictionEngine.ScriptableObjectDisposable.

◆ OnDispose()

bool DepictionEngine.IDisposable.OnDispose ( DisposeContext  disposeContext)

This is where you dispose any remaining dependencies.

Parameters
disposeContextThe context under which the object is being destroyed.
Returns
False if the object was already disposed otherwise True.

Implemented in DepictionEngine.MultithreadSafeScriptableObject, DepictionEngine.ProcessorParameters, DepictionEngine.DatasourceBase, DepictionEngine.DatasourceOperationBase, DepictionEngine.OperationResult, DepictionEngine.LoadResultData, DepictionEngine.DatasourceManager, DepictionEngine.InputManager, DepictionEngine.PoolManager, DepictionEngine.RenderingManager, DepictionEngine.SceneManager, DepictionEngine.Tween, DepictionEngine.TweenManager, DepictionEngine.Disposable, DepictionEngine.MonoBehaviourDisposable, DepictionEngine.PropertyMonoBehaviour, DepictionEngine.GeoAstroObject, DepictionEngine.Grid2DIndexTerrainGridMeshObjects, DepictionEngine.Camera, DepictionEngine.Object, DepictionEngine.AutoGenerateVisualObject, DepictionEngine.MeshObjectBase, DepictionEngine.MeshObjectProcessorOutput, DepictionEngine.Grid2DMeshObjectBase, DepictionEngine.FeatureGridMeshObjectBase, DepictionEngine.MeshGridMeshObject, DepictionEngine.TerrainGridMeshObject, DepictionEngine.LevelMeshObject, DepictionEngine.LevelModifier, DepictionEngine.Marker, DepictionEngine.MeshRendererVisual, DepictionEngine.MeshRendererVisualModifier, DepictionEngine.PersistentMonoBehaviour, DepictionEngine.AnimatorBase, DepictionEngine.GeoCoordinateController, DepictionEngine.CameraController, DepictionEngine.TargetControllerBase, DepictionEngine.ReflectionEffectBase, DepictionEngine.TerrainSurfaceReflectionEffect, DepictionEngine.FallbackValues, DepictionEngine.PropertyModifierData, DepictionEngine.PropertyModifierIndex2DParameters, DepictionEngine.LoaderBase, DepictionEngine.LoadScope, DepictionEngine.ReferenceBase, DepictionEngine.TransformBase, DepictionEngine.TransformDouble, DepictionEngine.PropertyScriptableObject, DepictionEngine.ScriptableObjectDisposable, DepictionEngine.Mesh, DepictionEngine.Texture, DepictionEngine.TextureProcessorOutput, DepictionEngine.TextureModifier, and DepictionEngine.PersistentScriptableObject.

◆ Recycle()

void DepictionEngine.IDisposable.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.

Implemented in DepictionEngine.DatasourceBase, DepictionEngine.DatasourceOperationBase, DepictionEngine.OperationResult, DepictionEngine.DatasourceManager, DepictionEngine.Tween, DepictionEngine.Disposable, DepictionEngine.MonoBehaviourDisposable, DepictionEngine.PropertyMonoBehaviour, DepictionEngine.GeoAstroObject, DepictionEngine.Level, DepictionEngine.Camera, DepictionEngine.Object, DepictionEngine.AutoGenerateVisualObject, DepictionEngine.InstantiatorVisualObject, DepictionEngine.MeshObjectBase, DepictionEngine.MeshesParameters, DepictionEngine.MeshesProcessorOutput, DepictionEngine.MeshObjectProcessorOutput, DepictionEngine.Grid2DMeshObjectBase, DepictionEngine.Grid2DMeshObjectBase.Grid2DMeshObjectParameters, DepictionEngine.ElevationGridMeshObjectBase.ElevationGridMeshObjectParameters, DepictionEngine.FeatureGridMeshObjectBase, DepictionEngine.FeatureGridMeshObjectBase.FeatureParameters, DepictionEngine.BuildingGridMeshObject.BuildingGridMeshObjectParameters, DepictionEngine.MeshGridMeshObject, DepictionEngine.MeshGridMeshObject.MeshGridMeshObjectParameters, DepictionEngine.TerrainGridMeshObject, DepictionEngine.TerrainGridMeshObject.TerrainGridMeshObjectParameters, DepictionEngine.LevelMeshObject, DepictionEngine.LevelModifier, DepictionEngine.Marker, DepictionEngine.VisualObject, DepictionEngine.MeshRendererVisual, DepictionEngine.MeshRendererVisualModifier, DepictionEngine.UIVisual, DepictionEngine.Visual, DepictionEngine.PersistentMonoBehaviour, DepictionEngine.GeoCoordinateController, DepictionEngine.FallbackValues, DepictionEngine.IdLoader, DepictionEngine.Index2DLoader, DepictionEngine.Index2DLoaderBase, DepictionEngine.LoaderBase, DepictionEngine.IdLoadScope, DepictionEngine.Index2DLoadScope, DepictionEngine.LoadScope, DepictionEngine.ReferenceBase, DepictionEngine.TransformBase, DepictionEngine.TransformDouble, DepictionEngine.PropertyScriptableObject, DepictionEngine.ScriptableObjectDisposable, DepictionEngine.BuildingFeatureModifier, DepictionEngine.PointFeatureModifier, DepictionEngine.FeatureMesh, DepictionEngine.FeatureMeshModifier, DepictionEngine.Mesh, DepictionEngine.MeshModifier, DepictionEngine.Elevation, DepictionEngine.ElevationModifier, DepictionEngine.TextureProcessorOutput, DepictionEngine.TextureModifier, and DepictionEngine.PersistentScriptableObject.

◆ UpdateDisposingContext()

bool DepictionEngine.IDisposable.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.

Implemented in DepictionEngine.Disposable, DepictionEngine.MonoBehaviourDisposable, and DepictionEngine.ScriptableObjectDisposable.

Property Documentation

◆ DisposedEvent

◆ disposingContext

DisposeContext DepictionEngine.IDisposable.disposingContext
get

◆ initialized

bool DepictionEngine.IDisposable.initialized
get

◆ InitializedEvent

Action<IDisposable> DepictionEngine.IDisposable.InitializedEvent
getset

Dispatched after the object as been initialized.

Implemented in DepictionEngine.Disposable, DepictionEngine.MonoBehaviourDisposable, and DepictionEngine.ScriptableObjectDisposable.

◆ poolComplete

bool DepictionEngine.IDisposable.poolComplete
getset

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