How do you disable OnDestroy() before level is reloaded?
I have a component that spawns a GameObject when OnDestroy() is called:
public class DropOnDestroy : MonoBehaviour
{
public GameObject thingToDrop; // Template of the object to drop
private bool quitting = false; // Used to prevent incorrect triggering when editor play stops
void OnApplicationQuit()
{
quitting = true;
}
void OnDestroy()
{
if (!quitting)
GameObject.Instantiate(thingToDrop, transform.position, transform.rotation);
}
}
However, I want to reload my scene immediately after the player dies. The problem is, then these components get called, and I get the message: "Some objects were not cleaned up when closing the scene. (Did you spawn new GameObjects from OnDestroy?)"
I had a look at OnLevelWasLoaded(), but that is called after the level is reloaded, not before.
How can I resolve this?
Answer by Louis Watson · Sep 19, 2014 at 04:16 AM
Although I haven't tested the following I see no reason why it should not work:
change your quitting variable to public and static.
change the quitting value to true the line above where you load the level.
unsure without testing but you may need to set quitting to false in start or onenable rather than in declaration.
Answer by bradmarxmoosepi · Sep 19, 2014 at 07:26 AM
Thanks, Louis. That is a solution. The new class looks like:
public class DropOnDestroy : MonoBehaviour
{
public GameObject thingToDrop;
// This should be set to false when a new level is being loaded
public static bool quitting = false;
void OnLevelWasLoaded(int level)
{
quitting = false; // New level; keep spawning
}
void OnApplicationQuit()
{
quitting = true;
}
void OnDestroy()
{
if (!quitting)
GameObject.Instantiate(thingToDrop, transform.position, transform.rotation);
}
}
My only concern with this is that it is not self-managing, and is reliant on client code to enable the quitting
flag. Is there a way to do it in this class itself?
[EDIT]
This is actually not such a good solution. If there are multiple ways the scene could be changed, the client code is going to have to disable this in each case. Surely there is a way to handle this within this component itself?
OnEnable and OnDisable maybe a better choice for setting the variable especially if you want to use more than one scene. Since these would be fired for each level I believe.
For maintainability hosting the static in say the player or level controller would make it better and static negates the need for GetComponent or the like.
Answer by groovyMyserioso · Sep 24, 2015 at 03:00 AM
Before your player dies, loop through all the components in the scene that spawn something when destroyed, and destroy the components. In my game it looks like this:
foreach (InstantiateOnDestroy i in indObjectsOfType<InstantiateOnDestroy>())
Destroy(i);
Application.LoadLevel(sceneToLoad);