void INotifyActorDisposing.Disposing(Actor self) { if (disposed) { return; } map.Tiles.CellEntryChanged -= UpdateCell; map.Height.CellEntryChanged -= UpdateCell; spriteLayer.Dispose(); tileCache.Dispose(); disposed = true; }
void INotifyActorDisposing.Disposing(Actor self) { if (disposed) { return; } map.Tiles.CellEntryChanged -= UpdateCell; map.Height.CellEntryChanged -= UpdateCell; foreach (var kv in spriteLayers.Values) { kv.Dispose(); } tileCache.Dispose(); disposed = true; }