项目在切换场景或者是关闭Unity运行界面的时候,出现Some objects were not cleaned up when closing the scene. (Did you spawn new GameObjects from OnDestroy?)错误。原因是我在一个不销毁的单利里面,定义了一个事件,在外部去注册这个事件。

        /// <summary>
        /// 数据改变通知的事件
        /// </summary>
        public GameDataDel GameDataHandle;
       public static SaveGameData _instance;
        public static SaveGameData Instance
        {
            get
            {
                if (_applicationIsQuitting)
                {
                    return null;
                }
                if (_instance == null)
                {
                    GameObject go = new GameObject("SaveGameData");
                    SaveGameData saveGameData = go.AddComponent<SaveGameData>();
                    DontDestroyOnLoad(go);
                    _instance = saveGameData;
                }
                return _instance;
            }
        }

外面事件的注册

        private void OnEnable()
        {
            Ctr_PlayerInfo.OnShowLifeNumEve += OnFreshLifeNum;
            SaveGameData.Instance.GameDataHandle += OnFresh;
        }

        private void OnDisable()
        {
            if (Ctr_PlayerInfo.OnShowLifeNumEve != null)
            {
                Ctr_PlayerInfo.OnShowLifeNumEve -= OnFreshLifeNum;
            }
            if (SaveGameData.Instance!= null)
            {
                SaveGameData.Instance.GameDataHandle -= OnFresh;
            }

        }

当我退出时,应用程序对象会以随机顺序被销毁。因此,如果gameManager实例在任何OnDisable()方法之前被销毁,那么在应用程序退出导致错误后,将创建gameManager类的新实例!!为了解决这个错误,我做了以下修改:

      public static SaveGameData _instance;
        private static bool _applicationIsQuitting = false;
        public static SaveGameData Instance
        {
            get
            {
                if (_applicationIsQuitting)
                {
                    return null;
                }
                if (_instance == null)
                {
                    GameObject go = new GameObject("SaveGameData");
                    SaveGameData saveGameData = go.AddComponent<SaveGameData>();
                    DontDestroyOnLoad(go);
                    _instance = saveGameData;
                }
                return _instance;
            }
        }
        public void OnDestroy()
        {
            _applicationIsQuitting = true;
        }

  

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