public async UniTask ResetStateAsync(string[] exclude = null, params Func <UniTask>[] tasks) { OnResetStarted?.Invoke(); if (Configuration.LoadStartDelay > 0) { await UniTask.Delay(TimeSpan.FromSeconds(Configuration.LoadStartDelay)); } Engine.GetService <IScriptPlayer>()?.Playlist?.ReleaseResources(); if (exclude != null && exclude.Length > 0) { Engine.Reset(exclude.Select(typeName => Type.GetType($"Naninovel.{typeName}", true, true)).ToArray()); } else { Engine.Reset(); } await Resources.UnloadUnusedAssets(); if (tasks != null) { foreach (var task in tasks) { await task?.Invoke(); } } OnResetFinished?.Invoke(); }
public virtual async UniTask ResetStateAsync(Type[] exclude, params Func <UniTask>[] tasks) { OnResetStarted?.Invoke(); if (Configuration.LoadStartDelay > 0) { await UniTask.Delay(TimeSpan.FromSeconds(Configuration.LoadStartDelay)); } scriptPlayer?.Playlist?.ReleaseResources(); Engine.Reset(exclude); await Resources.UnloadUnusedAssets(); if (tasks != null) { foreach (var task in tasks) { if (task != null) { await task.Invoke(); } } } OnResetFinished?.Invoke(); }
/// <summary> /// Resets all the engine services and unloads unused assets; will basically revert to an empty initial engine state. /// The operation will invoke default on-load events, allowing to mask the process with a loading screen. /// </summary> /// <param name="additionalTasks">Additional tasks to perform during the reset (will be performed in order after the reset).</param> public async Task ResetStateAsync(params Func <Task>[] additionalTasks) { OnResetStarted?.Invoke(); if (config.LoadStartDelay > 0) { await new WaitForSeconds(config.LoadStartDelay); } Engine.Reset(); await Resources.UnloadUnusedAssets(); if (additionalTasks != null) { foreach (var task in additionalTasks) { await task?.Invoke(); } } OnResetFinished?.Invoke(); }