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;
    }
Exemple #3
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        void OnDisable()
        {
            _systems.Dispose();
            _systems = null;

            _fixedUpdateSystems.Dispose();
            _fixedUpdateSystems = null;

            _lateUpdateSystems.Dispose();
            _lateUpdateSystems = null;

            _world.Dispose();
            _world = null;
        }
Exemple #4
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        public void Dispose()
        {
            if (_disposed)
            {
                return;
            }

            _systems?.Dispose();
            _systems = null;

            _world?.Dispose();
            _world = null;

            _disposed = true;
        }
Exemple #5
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        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;
        }
Exemple #6
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 public void Destroy()
 {
     _systems.Dispose();
 }
 public void Dispose()
 {
     EcsWorld?.Dispose();
     _systems?.Dispose();
 }
 public void Dispose()
 {
     _world?.Dispose();
     _systems?.Dispose();
 }
Exemple #9
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 protected override void Dispose(bool disposing)
 {
     _systems.Dispose();
     _world.Dispose();
     base.Dispose(disposing);
 }
 void OnDisable()
 {
     _systems.Dispose();
 }