Example #1
0
        private IEnumerator UnloadScene()
        {
            if (this.GetLoadedSceneRoot())
            {
                this._onBeforeUnload.Invoke();
                if (this._unloadDelay > 0f)
                {
                    yield return(new WaitForSeconds(this._unloadDelay));
                }
                SceneManager.sceneUnloaded += this.SceneManager_sceneUnloaded;
                yield return(SceneManager.UnloadSceneAsync(this._sceneName));

                yield return(null);

                yield return(null);

                ResourcesHelper.UnloadUnusedAssets();
                yield return(null);

                yield return(null);

                ResourcesHelper.GCCollect();
            }
            this._onFinishedUnloading.Invoke();
            this.OnActionFinished();
            yield break;
        }
Example #2
0
 public void DoUnloadUnusedAssets()
 {
     ResourcesHelper.UnloadUnusedAssets();
     if (this._gcCollect)
     {
         ResourcesHelper.GCCollect();
     }
 }
        private IEnumerator Start()
        {
            yield return(null);

            ResourcesHelper.UnloadUnusedAssets();
            yield return(null);

            ResourcesHelper.GCCollect();
            yield break;
        }
Example #4
0
    private IEnumerator LoadLevelWithProgress(string levelToLoad)
    {
        using (new PerfTimerLogger("[<color=#FFF>TIMER</color>] Cleanup", PerfTimerLogger.LogResultType.Milliseconds, null))
        {
            if (this.delayForCleanup)
            {
                ResourcesHelper.UnloadUnusedAssets();
                ResourcesHelper.GCCollect();
                yield return(null);
            }
        }
        using (new PerfTimerLogger("[<color=#FFF>TIMER</color>] failsafe", PerfTimerLogger.LogResultType.Milliseconds, null))
        {
            float failsafe = 5f;
            while (BoltNetwork.isRunning && failsafe > 0f)
            {
                failsafe -= Time.deltaTime;
                yield return(null);
            }
        }
        yield return(null);

        PerfTimerLogger queryStateTimer = new PerfTimerLogger("[<color=#FFF>TIMER</color>] Query state", PerfTimerLogger.LogResultType.Milliseconds, null);
        bool            canResume       = LevelSerializer.CanResume;
        bool            boltIsRunning   = BoltNetwork.isRunning;
        bool            boltIsServer    = BoltNetwork.isServer;
        bool            boltIsClient    = BoltNetwork.isClient;
        bool            isSavedGame     = GameSetup.IsSavedGame;

        queryStateTimer.Stop();
        if (canResume && (!boltIsRunning || boltIsServer) && isSavedGame)
        {
            PerfTimerLogger resumeTimer = new PerfTimerLogger("[<color=#FFF>TIMER</color>] Resume", PerfTimerLogger.LogResultType.Milliseconds, null);
            ResourceRequest req         = Resources.LoadAsync("PreloadingPrefabs");
            while (!req.isDone)
            {
                yield return(null);
            }
            UnityEngine.Object.Instantiate(req.asset);
            yield return(null);

            LevelSerializer.InitPrefabList();
            yield return(null);

            LevelSerializer.Resume();
            resumeTimer.Stop();
            yield break;
        }
        PerfTimerLogger loadLevelTimer = new PerfTimerLogger(string.Format("[<color=#FFF>TIMER</color>] Load {0}", levelToLoad), PerfTimerLogger.LogResultType.Milliseconds, null);

        UnityEngine.Object.DontDestroyOnLoad(base.gameObject);
        if (!boltIsClient && !canResume)
        {
            GameSetup.SetInitType(InitTypes.New);
        }
        try
        {
            if (PlayerPreferences.AllowAsync)
            {
                this.async = SceneManager.LoadSceneAsync(levelToLoad);
            }
            else
            {
                SceneManager.LoadScene(levelToLoad);
            }
        }
        catch (Exception ex)
        {
            loadLevelTimer.Stop();
            this.AttemptLoadRecovery();
            UnityEngine.Object.Destroy(base.gameObject);
            throw;
        }
        while (PlayerPreferences.AllowAsync && !this.async.isDone)
        {
            LoadingProgress.Progress = this.async.progress * 0.5f;
            yield return(null);
        }
        LoadingProgress.Progress = 0.5f;
        loadLevelTimer.Stop();
        UnityEngine.Object.Destroy(base.gameObject);
        yield break;
    }