Exemple #1
0
        protected override void OnDestroy()
        {
            m_CompressionModel.Dispose();
#if UNITY_EDITOR || DEVELOPMENT_BUILD
            m_NetStats.Dispose();
#endif
        }
Exemple #2
0
        protected override void OnDestroy()
        {
#if ENABLE_UNITY_COLLECTIONS_CHECKS
            m_NetStats.Dispose();
#endif
            m_CompressionModel.Dispose();
            m_DelayedDespawnQueue.Dispose();
        }
 public void Dispose()
 {
     GhostIds.Dispose();
     Entities.Dispose();
     GhostToEntityMap.Dispose();
     NetworkCompressionModel.Dispose();
     KnownArchetypes.Dispose();
 }
Exemple #4
0
        protected override void OnDestroy()
        {
            m_SerialSpawnChunks.Dispose();
            m_CompressionModel.Dispose();
            m_AllocatedGhostIds.Dispose();
            m_FreeGhostIds.Dispose();
            m_DataStream.Dispose();
            foreach (var connectionState in m_ConnectionStates)
            {
                connectionState.Dispose();
            }

            m_ConnectionStateLookup.Dispose();
        }
Exemple #5
0
        protected override void OnDestroy()
        {
#if UNITY_EDITOR || DEVELOPMENT_BUILD
            if (m_NetStats.IsCreated)
            {
                m_NetStats.Dispose();
            }
#endif
            LastGhostMapWriter.Complete();
            m_ghostEntityMap.Dispose();
            m_spawnedGhostEntityMap.Dispose();

            m_CompressionModel.Dispose();
            m_ReceivedGhostVersion.Dispose();
            m_GhostCompletionCount.Dispose();
        }
 protected override void OnDestroy()
 {
     _networkCompressionModel.Dispose();
     _spawnedGhostEntityMap.Dispose();
     _ghostEntityMap.Dispose();
 }