private IEnumerator DoClearEnemyAssets() { while (isExecutingClearMemory) { yield return((object)null); } isExecutingClearMemory = true; if (MonoBehaviourSingleton <ResourceManager> .IsValid()) { while (!MonoBehaviourSingleton <ResourceManager> .I.isAllStay) { yield return((object)null); } MonoBehaviourSingleton <ResourceManager> .I.cache.ClearObjectCaches(new RESOURCE_CATEGORY[8] { RESOURCE_CATEGORY.ENEMY_ANIM, RESOURCE_CATEGORY.ENEMY_CAMERA, RESOURCE_CATEGORY.ENEMY_ICON, RESOURCE_CATEGORY.ENEMY_ICON_ITEM, RESOURCE_CATEGORY.ENEMY_MATERIAL, RESOURCE_CATEGORY.ENEMY_MODEL, RESOURCE_CATEGORY.EFFECT_ACTION, RESOURCE_CATEGORY.EFFECT_TEX }); } EffectManager.ClearPoolObjects(); EnemyLoader.ClearPoolObjects(); yield return((object)UnloadUnusedAssets(true)); isExecutingClearMemory = false; }
public void ClearPoolObjects() { EffectManager.ClearPoolObjects(); CoopNetworkManager.ClearPoolObjects(); ChatNetworkManager.ClearPoolObjects(); TargetMarkerManager.ClearPoolObjects(); EnemyLoader.ClearPoolObjects(); InstantiateManager.ClearPoolObjects(); ResourceObject.ClearPoolObjects(); PackageObject.ClearPoolObjects(); DelayUnloadAssetBundle.ClearPoolObjects(); }