Last active
February 15, 2016 10:54
-
-
Save SvDvorak/a15926de8c4f8f519498 to your computer and use it in GitHub Desktop.
Getting error when shutting down game in editor
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
MissingReferenceException: The object of type 'EntityBehaviour' has been destroyed but you are still trying to access it. | |
Your script should either check if it is null or you should not destroy the object. | |
Entitas.Unity.VisualDebugging.EntityBehaviour.DestroyBehaviour () (at Assets/Libraries/Entitas.Unity.VisualDebugging/Entity/EntityBehaviour.cs:45) | |
Entitas.Unity.VisualDebugging.EntityBehaviour.onEntityReleased (Entitas.Entity e) (at Assets/Libraries/Entitas.Unity.VisualDebugging/Entity/EntityBehaviour.cs:49) | |
Entitas.Entity.Release (System.Object owner) (at Assets/Libraries/Entitas/Entity.cs:377) | |
Entitas.Pool.DestroyEntity (Entitas.Entity entity) (at Assets/Libraries/Entitas/Pool.cs:146) | |
Entitas.Pool.DestroyAllEntities () (at Assets/Libraries/Entitas/Pool.cs:153) | |
Entitas.Pool.Reset () (at Assets/Libraries/Entitas/Pool.cs:248) | |
Assets.TestSetup.OnDestroy () (at Assets/TestSetup.cs:31) |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
using Entitas; | |
using Entitas.Unity.VisualDebugging; | |
using UnityEngine; | |
using UnityEngine.SceneManagement; | |
namespace Assets | |
{ | |
public class TestSetup : MonoBehaviour | |
{ | |
private Systems _systems; | |
private Pool _pool; | |
public void Start() | |
{ | |
_pool = Pools.uiPool; | |
_systems = new DebugSystems().Add<ReloadSceneSystem>(); | |
_pool.CreateEntity().IsTest(true); | |
_pool.CreateEntity(); | |
_systems.Initialize(); | |
} | |
public void Update() | |
{ | |
_systems.Execute(); | |
} | |
public void OnDestroy() | |
{ | |
_systems.ClearReactiveSystems(); | |
_pool.Reset(); | |
} | |
} | |
public class ReloadSceneSystem : IExecuteSystem | |
{ | |
public void Execute() | |
{ | |
if (Input.GetKeyDown(KeyCode.Escape)) | |
{ | |
SceneManager.LoadScene("Test"); | |
} | |
} | |
} | |
[UiPool] | |
public class TestComponent : IComponent | |
{ | |
} | |
} |
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment