public void SDK_MomoryClean() { PlayerAsseMgr.ClearAll(); EffectAssetMgr.ClearAll(); Resources.UnloadUnusedAssets(); Debug.Log("SDK_MomoryClean"); }
public static void LoadingAsyncScene(string name, SwitchScenEffect type = SwitchScenEffect.LoadingBar, bool withUI = true, bool withDynRes = false, bool manualClose = false, bool resetLocker = false) { if (GlobalValue.isBattleScene(name)) { GamePlayer.Instance.isInBattle = true; } else { GamePlayer.Instance.isInBattle = false; } GameManager.Instance.EnableDelayCheck(false); GuideManager.Instance.ClearMask(); GlobalInstanceFunction.Instance.ClearInvokeRepeat(); PlayerAsseMgr.ClearAll(); EffectAssetMgr.ClearAll(); Resources.UnloadUnusedAssets(); if (Loading || ScenePreloader.Instance.DiffSceneLoad(name)) { wait4LoadQue_.Clear(); WaitLoadInfo wli = new WaitLoadInfo(); wli.name_ = name; wli.type_ = type; wli.withUI_ = withUI; wli.withDynRes_ = withDynRes; wli.manualClose_ = manualClose; wli.resetLocker_ = resetLocker; wait4LoadQue_.Enqueue(wli); return; } Loading = true; if (resetLocker) { GameManager.Instance.reconnectionLocker_ = false; } ApplicationEntry.Instance.switchSceneMask_.SetActive(true); if (OnSceneBeginLoad != null) { OnSceneBeginLoad(); } UIManager.Instance.DoDeActive(); withUI_ = withUI; withDynRes_ = withDynRes; manualClose_ = manualClose; preScene_ = Scene_name; Scene_name = name; Loadtype = type; if (Scene_name.Equals(GlobalValue.StageName_ReLoginScene)) { GameManager.Instance.ClearCurrentState(); } if (type == SwitchScenEffect.LoadingBar) { UIFactory.Instance.LoadUIPanel(UIASSETS_ID.UIASSETS_LoadingPanel, () => { UIFactory.Instance.CloseCurrentUI(); UIFactory.Instance.OpenUI(UIASSETS_ID.UIASSETS_LoadingPanel, menuTypes.Popup); ApplicationEntry.Instance.switchSceneMask_.SetActive(false); }); } else { GlobalInstanceFunction.LoadSceneUI(Scene_name, () => { ShowGame.Instance.ShowScenEffect(type); }); } Prebattle.Instance.ClearAssetLoadCount(); sendSceneLoaded_ = false; }