Google.Maps.Unity.HotLoadableMonoBehaviour

This is an abstract class.

MonoBehaviour designed to be hot loaded.

Summary

Inheritance

Inherits from: MonoBehaviour, Google.Maps.Util.ICoroutineStarter
Direct Known Subclasses:Google.Maps.MapsService

Protected attributes

Initialized
bool
Has the class been initialized?

Public functions

StartCoroutine(IEnumerator coroutine)
new void
TryShutdown()
void
Try component shutdown. If Shutdown throws an exception shutdown will be cancelled.
TryStartup()
void
Try to start component. If Startup throws an exception startup will be cancelled.

Protected functions

Destroy()
virtual abstract void
Override with destruction logic. This is not meant to containing finalization code, as it won't be called if the object is disabled. Finalization code should be placed into Shutdown.
Disable()
virtual abstract void
Override with disable logic.
Enable()
virtual abstract void
Override with enable logic.
FrameUpdate()
virtual abstract void
Override with update logic. Won't run until initialization succeeds.
Shutdown()
virtual abstract void
Override with shutdown logic. This is called when the object is going to be disposed of, e.g. because it is being destroyed, because the assembly is about to be reloaded, etc. Finalization logic should be placed here.
Startup()
virtual abstract void
Override with startup logic. This is called after Unity has deserialized all the serializable attributes and before Enable is called.

Protected attributes

Initialized

bool Initialized

Has the class been initialized?

Public functions

StartCoroutine

new void StartCoroutine(
  IEnumerator coroutine
)

TryShutdown

void TryShutdown()

Try component shutdown. If Shutdown throws an exception shutdown will be cancelled.

TryStartup

void TryStartup()

Try to start component. If Startup throws an exception startup will be cancelled.

Protected functions

Destroy

virtual abstract void Destroy()

Override with destruction logic. This is not meant to containing finalization code, as it won't be called if the object is disabled. Finalization code should be placed into Shutdown.

Disable

virtual abstract void Disable()

Override with disable logic.

Enable

virtual abstract void Enable()

Override with enable logic.

FrameUpdate

virtual abstract void FrameUpdate()

Override with update logic. Won't run until initialization succeeds.

Shutdown

virtual abstract void Shutdown()

Override with shutdown logic. This is called when the object is going to be disposed of, e.g. because it is being destroyed, because the assembly is about to be reloaded, etc. Finalization logic should be placed here.

Startup

virtual abstract void Startup()

Override with startup logic. This is called after Unity has deserialized all the serializable attributes and before Enable is called.