Beispiel #1
0
    private IEnumerator DoClearEnemyAssets()
    {
        while (isExecutingClearMemory)
        {
            yield return((object)null);
        }
        isExecutingClearMemory = true;
        if (MonoBehaviourSingleton <ResourceManager> .IsValid())
        {
            while (!MonoBehaviourSingleton <ResourceManager> .I.isAllStay)
            {
                yield return((object)null);
            }
            MonoBehaviourSingleton <ResourceManager> .I.cache.ClearObjectCaches(new RESOURCE_CATEGORY[8]
            {
                RESOURCE_CATEGORY.ENEMY_ANIM,
                RESOURCE_CATEGORY.ENEMY_CAMERA,
                RESOURCE_CATEGORY.ENEMY_ICON,
                RESOURCE_CATEGORY.ENEMY_ICON_ITEM,
                RESOURCE_CATEGORY.ENEMY_MATERIAL,
                RESOURCE_CATEGORY.ENEMY_MODEL,
                RESOURCE_CATEGORY.EFFECT_ACTION,
                RESOURCE_CATEGORY.EFFECT_TEX
            });
        }
        EffectManager.ClearPoolObjects();
        EnemyLoader.ClearPoolObjects();
        yield return((object)UnloadUnusedAssets(true));

        isExecutingClearMemory = false;
    }
Beispiel #2
0
 public void ClearPoolObjects()
 {
     EffectManager.ClearPoolObjects();
     CoopNetworkManager.ClearPoolObjects();
     ChatNetworkManager.ClearPoolObjects();
     TargetMarkerManager.ClearPoolObjects();
     EnemyLoader.ClearPoolObjects();
     InstantiateManager.ClearPoolObjects();
     ResourceObject.ClearPoolObjects();
     PackageObject.ClearPoolObjects();
     DelayUnloadAssetBundle.ClearPoolObjects();
 }