Example #1
0
        protected override void OnDestroy()
        {
            // Destroying all cached textures, since they're only used inside this ScrollView, which is now being destroyed.
            // Not doing this would cause memory leaks
            _ImagesPool.Clear();

            base.OnDestroy();
        }
Example #2
0
        public void EmptyPool_Test()
        {
            FillPool();
            _pool.Clear();
            var positions = PoolPositionUtility.GetAllIndices();

            Assert.IsTrue(_pool.Size() == 0);
            foreach (var i in positions)
            {
                Assert.AreEqual(null, _pool.GetCardAt(i));
            }
        }
Example #3
0
        public void Clear()
        {
            foreach (var entity in entityCache.GetAlive()
                     .Concat(entityCache.GetAwaitingActivation())
                     .Concat(entityCache.GetAwaitingDeactivation())
                     .Concat(entityCache.GetZombies()))
            {
                OnDestroy?.Invoke(this, new EntityEventArgs()
                {
                    Entity = entity
                });
                entity.Destroy();
            }

            entityCache.Clear();
            entityAttributes.Clear();
            entityComponents.Clear();
            entityIdPool.Clear();
        }
Example #4
0
 public void CleanCached()
 {
     for (int i = Count - 1; i >= 0; --i)
     {
         var it = this[i];
         //将弱引用转换为强引用才可以使用,相当于lock
         IPool pool = it.Target as IPool;
         if (null != pool)
         {
             //void
         }
         else
         {
             RemoveAt(i);
             continue;
         }
         pool.Clear();
         if (pool.RemoveWhenAutoCleanup)
         {
             RemoveAt(i);
         } //if
     }     //for
 }         //CleanCached
Example #5
0
 /// <summary>
 /// Clears the underlying pool of all its connections
 /// </summary>
 public void Clear()
 {
     _pool.Clear();
 }