public void Dispose() { _system.Dispose(); _executionQueue.Dispose(); _planning?.Dispose(); _runner.Cancel(); }
protected override void DisposeManaged() { updateSystems.Dispose(); renderSystems.Dispose(); tagContainer.Dispose(); zzContainer.OnResize -= HandleResize; }
public void Dispose() { _inner.Dispose(); foreach (var extension in _handling.Extensions) { extension.Dispose(); } }
/// <summary> /// Disposes all the inner <see cref="ISystem{T}"/> instances. /// </summary> public override void Dispose() { _mainSystem?.Dispose(); foreach (ISystem <T> system in _systems) { system?.Dispose(); } }
/// <summary>Performs application-defined tasks associated with freeing, releasing, or resetting unmanaged resources.</summary> public override void Dispose() { mainSystem?.Dispose(); foreach (ISystem <TState> system in systems) { system?.Dispose(); } }
protected override void Dispose(bool disposing) { _runner.Dispose(); _world.Dispose(); _system.Dispose(); _square.Dispose(); _batch.Dispose(); _deviceManager.Dispose(); base.Dispose(disposing); }
public void Dispose() { _system.Dispose(); _executionQueue.Dispose(); if (_planning != null) { _planning.Dispose(); } if (_reader != null) { _reader.Dispose(); } _runner.Cancel(); }
private static void ConfigureNewMap() { World?.Dispose(); World = new World(64); EntitySets = new EntitySets(World); Map?.Dispose(); Map = new MapContext(Content, GameObjects, Game.GraphicsDevice); SystemsSet?.Dispose(); SystemsSet = ConfigureSystems(); GameObjects.World = World; Map.LoadMap(mapName); World.Subscribe <(WalkAction, Entity)>((in (WalkAction, Entity)payload) => { var(action, entity) = payload; var triggers = EntitySets.Triggers.GetEntities(); for (var i = 0; i < triggers.Length; i++) { triggers[i].Get <Trigger>().Check(triggers[i], action, entity); } });
public virtual void RemoveHecsSystem(ISystem system) { RegisterService.UnRegisterSystem(system); system.Dispose(); systems.Remove(system); }
public void Dispose() { _system.Dispose(); }