Esempio n. 1
0
        void CollectGarbageOnDemand()
        {
            if (!UIWidgetsGlobalConfiguration.EnableIncrementalGC)
            {
                return;
            }

            var mem = Profiler.GetMonoUsedSizeLong();

            if (mem < lastFrameMemory)
            {
                // GC happened.
                nextCollectAt = mem + kCollectAfterAllocating;
            }
            else if (mem >= nextCollectAt)
            {
                // Trigger incremental GC
                GarbageCollector.GCMode = GarbageCollector.Mode.Enabled;
                GarbageCollector.CollectIncremental(1000);
                lastFrameMemory         = mem + kCollectAfterAllocating;
                GarbageCollector.GCMode = GarbageCollector.Mode.Disabled;
            }

            lastFrameMemory = mem;
        }
Esempio n. 2
0
    private void ShootGun(Transform activeRig, Item equipedWeapon)
    {
        GarbageCollector.CollectIncremental((ulong)0.1f);

        gunReloadController = equipedWeapon.GetComponent <GunReloadController>();

        if (InventoryManager.Instance.MenuOpen || gunReloadController.isReloading)
        {
            return;
        }

        SetGunData(activeRig, equipedWeapon);

        //recoilUpKick = Random.Range(1, (float)recoilUpKick);
        recoilSideKick = Random.Range(-recoilSideKick, recoilSideKick);

        bulletDropOff = bulletDrop; //sets data for projectiles dropoff method

        if (Input.GetKey(KeyCode.Mouse0) && Time.time >= timeToFire && isAutomatic && gunReloadController.currentHoldingAmmo > 0)
        {
            timeToFire = Time.time + 1f / fireRate;

            bulletInstance = ShootBullet(equipedWeapon, bullet.name, shell, shellEjectPoint, shootPoint, facingDir, forceMultiplier, shootSounds, recoilUpKick, recoilSideKick);
            bulletInstance.GetComponent <Projectile>().InitializeBullet(bulletDamage);
            return;
        }
        else if (Input.GetKeyDown(KeyCode.Mouse0) && Time.time >= timeToFire && gunReloadController.currentHoldingAmmo > 0)
        {
            timeToFire = Time.time + 1f / fireRate;

            bulletInstance = ShootBullet(equipedWeapon, bullet.name, shell, shellEjectPoint, shootPoint, facingDir, forceMultiplier, shootSounds, recoilUpKick, recoilSideKick);
            bulletInstance.GetComponent <Projectile>().InitializeBullet(bulletDamage);
        }
    }
        public static void Collect()
        {
            var before = GC.GetTotalMemory(false);

            if (GarbageCollector.CollectIncremental(1000000))
            {
                if (GarbageRemains)
                {
                    var after = GC.GetTotalMemory(false);
                    Log.Warning($"collection complete - { (before - after)} Collected - {after.ToMb():0.00}MB in heap", true);
                }
                GarbageRemains = false;
                //  Log.Warning("collection complete", true);
            }
            else
            {
                GarbageRemains = true;
                //   Log.Warning("garbage remains", true);
            }
        }