本文整理汇总了C++中SkUERuntime::shutdown方法的典型用法代码示例。如果您正苦于以下问题:C++ SkUERuntime::shutdown方法的具体用法?C++ SkUERuntime::shutdown怎么用?C++ SkUERuntime::shutdown使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类SkUERuntime
的用法示例。
在下文中一共展示了SkUERuntime::shutdown方法的2个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: ShutdownModule
//---------------------------------------------------------------------------------------
// This function may be called during shutdown to clean up your module. For modules that
// support dynamic reloading, we call this function before unloading the module.
void FSkookumScriptRuntime::ShutdownModule()
{
// Don't do anything if SkookumScript is not active
if (m_is_skookum_disabled)
{
return;
}
// Printing during shutdown will re-launch IDE in case it has been closed prior to UE4
// So quick fix is to just not print during shutdown
//A_DPRINT(A_SOURCE_STR " Shutting down SkookumScript plug-in modules\n");
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Clean up SkookumScript
m_runtime.shutdown();
#ifdef SKOOKUM_REMOTE_UNREAL
// Remote communication to and from SkookumScript IDE
m_remote_client.disconnect();
#endif
// Clear out our registered delegates
FWorldDelegates::OnPreWorldInitialization.Remove(m_on_world_init_pre_handle);
FWorldDelegates::OnPostWorldInitialization.Remove(m_on_world_init_post_handle);
FWorldDelegates::OnWorldCleanup.Remove(m_on_world_cleanup_handle);
}
示例2: ShutdownModule
//---------------------------------------------------------------------------------------
// This function may be called during shutdown to clean up your module. For modules that
// support dynamic reloading, we call this function before unloading the module.
void FSkookumScriptRuntime::ShutdownModule()
{
A_DPRINT(A_SOURCE_STR " Shutting down SkookumScript plug-in modules\n");
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Clean up SkookumScript
m_runtime.shutdown();
#ifdef SKOOKUM_REMOTE_UNREAL
// Remote communication to and from SkookumScript IDE
m_remote_client.disconnect();
#endif
// Clear out our registered delegates
FWorldDelegates::OnPreWorldInitialization.Remove(m_on_world_init_pre_handle);
FWorldDelegates::OnPostWorldInitialization.Remove(m_on_world_init_post_handle);
FWorldDelegates::OnWorldCleanup.Remove(m_on_world_cleanup_handle);
}