Add CLEAR_ASSET_CACHE_ON_STATE_SWITCH - #1083
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| for (key in [for (k in FlxG.bitmap._cache.keys()) k]) { | ||
| var graphic = FlxG.bitmap._cache.get(key); | ||
| if (graphic != null && graphic.assetsKey != null) | ||
| FlxG.bitmap.removeByKey(key); | ||
| } |
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Unless this doesn't work as intended, wouldn't it be simpler and slightly more optimal to iterate over the actual FlxGraphic objects instead and fetch the key from there? The FlxGraphic.key field should already point to the actual cache key.
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That makes sense. When I wrote that code, I wasn't actually focusing on that — instead, I was focused on figuring out how to clear the shader cache with a single button.
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Since directly modifying the State reset might not be appropriate last time, I've changed it to add a new parameter CLEAR_ASSET_CACHE_ON_STATE_SWITCH in Flags to control whether to clear all caches when switching States. During mod development, it is necessary to update assets in real time.