public void ShutdownWorld() { System.Console.WriteLine("Shutdown World"); // Unload any loaded resources and free all associated memory. WResourceManager.UnloadAllResources(); // Free collision mesh resources. if (Map != null) { foreach (var scene in Map.SceneList) { foreach (var collisionMesh in scene.GetChildrenOfType <WCollisionMesh>()) { collisionMesh.ReleaseResources(); } } } foreach (var view in m_sceneViews) { view.Dispose(); } m_ActorMode.Dispose(); m_EventMode.Dispose(); m_persistentLines.Dispose(); m_persistentQuads.Dispose(); }
public void ShutdownWorld() { System.Console.WriteLine("Shutdown World"); // Unload any loaded resources and free all associated memory. WResourceManager.UnloadAllResources(); foreach (var view in m_sceneViews) { view.Dispose(); } m_ActorMode.Dispose(); m_persistentLines.Dispose(); }