static void ResetStaticValues() { // This gets called from static constructor so we won't check if enter the playmode option is enabled or not _injectAttributeTypes.Clear(); _injectAttributeTypes.Add(typeof(InjectAttributeBase)); ConstructorChoiceStrategy = ConstructorChoiceStrategy.InjectAttributeThenLeastArguments; }
public UniDiSettings( ValidationErrorResponses validationErrorResponse, RootResolveMethods validationRootResolveMethod = RootResolveMethods.NonLazyOnly, bool displayWarningWhenResolvingDuringInstall = true, bool ensureDeterministicDestructionOrderOnApplicationQuit = false, SignalSettings signalSettings = null, ConstructorChoiceStrategy constructorChoiceStrategy = ConstructorChoiceStrategy.InjectAttributeThenLeastArguments) { _validationErrorResponse = validationErrorResponse; _validationRootResolveMethod = validationRootResolveMethod; _displayWarningWhenResolvingDuringInstall = displayWarningWhenResolvingDuringInstall; _ensureDeterministicDestructionOrderOnApplicationQuit = ensureDeterministicDestructionOrderOnApplicationQuit; _signalSettings = signalSettings ?? SignalSettings.Default; _constructorChoiceStrategy = constructorChoiceStrategy; }