/// <summary> /// Resets this indicator to its initial state /// </summary> public void Reset() { Samples = 0; Current = null; CurrentTime = 0; Resetted?.Invoke(this); }
/// <summary> /// Resets this updatable to its initial state /// </summary> public void Reset() { First.Reset(); Second.Reset(); Samples = 0; Resetted?.Invoke(this); }
/// <summary> /// Resets <see cref="Current"/>. Indented for testing only, and not supported in production code. /// </summary> /// <remarks> /// <para>For UNIT TESTS exclusively.</para> /// <para>Resets everything that is 'current'.</para> /// </remarks> public static void Reset() { _factory.DisposeIfDisposable(); _factory = null; _configs = null; _shortStringHelper = null; _logger = null; _profiler = null; _profilingLogger = null; _publishedValueFallback = null; Resetted?.Invoke(null, EventArgs.Empty); }
/// <summary> /// Resets this updatable to its initial state /// </summary> public void Reset() { Samples = 0; CurrentTime = 0; if (signalCounter != null) { Array.Clear(signalCounter, 0, signalCounter.Length); } counter = length; unsafe { fixed(double *_ = workingTarget) workingTarget.Fill(0d); } Resetted?.Invoke(this); }
public void Reset() { noOfDead = GGJAcademy.startNoOfDead; persons.ForEach(person => { Destroy(person.gameObject); }); persons.Clear(); for (int i = 0; i < numberOfPeople; i++) { CreatePerson("Person " + i); } //Invoke("Spawn", RespawnRate * persons.Count / 100); if (Resetted != null) { Resetted.Invoke(); } }