void ResetGame() { while (m_ResourcePacketQueue.Count != 0) { m_ResourcePacketQueue.Dequeue().Dispose(); } EntityManager.DestroyEntity(EntityManager.UniversalQuery); //@TODO: Once we have build settings & loading of game object scenes we can remove this hack. var scenes = Object.FindObjectsOfType <SubScene>(); foreach (var scene in scenes) { scene.enabled = false; scene.enabled = true; } LiveLinkPlayerAssetRefreshSystem.Reset(); LiveLinkMsg.LogSend("ConnectLiveLink"); PlayerConnection.instance.Send(LiveLinkMsg.ConnectLiveLink, World.GetExistingSystem <SceneSystem>().BuildSettingsGUID); m_LiveLinkSceneChange.Reset(); SendSetLoadedScenes(); }
void ResetGame() { var sceneSystem = World.GetExistingSystem <SceneSystem>(); sceneSystem.UnloadAllScenes(); while (m_ResourcePacketQueue.Count != 0) { m_ResourcePacketQueue.Dequeue().Dispose(); } EntityManager.DestroyEntity(EntityManager.UniversalQuery); LiveLinkPlayerAssetRefreshSystem.Reset(); LiveLinkMsg.LogSend("ConnectLiveLink"); m_Connection.Send(LiveLinkMsg.PlayerRequestConnectLiveLink, sceneSystem.BuildConfigurationGUID); m_LiveLinkSceneChange.Reset(); SendSetLoadedScenes(); }