void OnDisable() { _systems.Dispose(); _systems = null; _world.Dispose(); _world = null; }
void OnDisable() { // destroy systems logical group. _systems.Dispose(); _systems = null; // destroy world. _world.Dispose(); _world = null; SaveState.OnLoaded -= OnLoadState; }
void OnDisable() { _systems.Dispose(); _systems = null; _fixedUpdateSystems.Dispose(); _fixedUpdateSystems = null; _lateUpdateSystems.Dispose(); _lateUpdateSystems = null; _world.Dispose(); _world = null; }
public void Dispose() { if (_disposed) { return; } _systems?.Dispose(); _systems = null; _world?.Dispose(); _world = null; _disposed = true; }
void OnDisable() { _initSystems.Dispose(); _initSystems = null; _inGameUpdateSystems.Dispose(); _inGameUpdateSystems = null; _inGameFixedUpdateSystems.Dispose(); _inGameFixedUpdateSystems = null; _inMenuUpdateSystems.Dispose(); _inMenuUpdateSystems = null; _inMenuFixedUpdateSystems.Dispose(); _inMenuFixedUpdateSystems = null; _world.Dispose(); _world = null; }
public void Destroy() { _systems.Dispose(); }
public void Dispose() { EcsWorld?.Dispose(); _systems?.Dispose(); }
public void Dispose() { _world?.Dispose(); _systems?.Dispose(); }
protected override void Dispose(bool disposing) { _systems.Dispose(); _world.Dispose(); base.Dispose(disposing); }
void OnDisable() { _systems.Dispose(); }