protected virtual void Dispose(bool disposing) { if (!m_Disposed) { if (disposing) { if (GamePhaseSequencer != null) { GamePhaseSequencer.Dispose(); GamePhaseSequencer = null; } } // There are no unmanaged resources to release, but // if we add them, they need to be released here. } m_Disposed = true; // If it is available, make the call to the // base class's Dispose(Boolean) method //base.Disposed(disposing); }