internal static void Terminate() { for (int loop = 0; loop < 3; loop++) { SoundSources.DestroyAll(); Cursors.DestroyAll(); Texture2Ds.DestroyAll(); CubemapTextures.DestroyAll(); Fonts.DestroyAll(); Chip2Ds.DestroyAll(); Shader2Ds.DestroyAll(); Shader3Ds.DestroyAll(); Material2Ds.DestroyAll(); Material3Ds.DestroyAll(); MaterialPropertyBlocks.DestroyAll(); ImagePackages.DestroyAll(); Effects.DestroyAll(); Meshs.DestroyAll(); Deformers.DestroyAll(); Models.DestroyAll(); MassModels.DestroyAll(); Terrain3Ds.DestroyAll(); KeyframeAnimations.DestroyAll(); AnimationSources.DestroyAll(); Scenes.DestroyAll(); Layer2Ds.DestroyAll(); Object2Ds.DestroyAll(); Layer3Ds.DestroyAll(); Object3Ds.DestroyAll(); PostEffects.DestroyAll(); Transitions.DestroyAll(); StaticFiles.DestroyAll(); StreamFiles.DestroyAll(); Shapes.DestroyAll(); //Profilers.DestroyAll(); Collector.Collect(); System.GC.Collect(); System.GC.WaitForPendingFinalizers(); System.GC.Collect(); Collector.Collect(); } }
internal static void Update() { if (Collector.Collect()) { SoundSources.Collect(); Cursors.Collect(); Texture2Ds.Collect(); CubemapTextures.Collect(); Fonts.Collect(); Chip2Ds.Collect(); Shader2Ds.Collect(); Shader3Ds.Collect(); Material2Ds.Collect(); Material3Ds.Collect(); MaterialPropertyBlocks.Collect(); ImagePackages.Collect(); MediaPlayers.Collect(); Effects.Collect(); Meshs.Collect(); Deformers.Collect(); Models.Collect(); MassModels.Collect(); Terrain3Ds.Collect(); KeyframeAnimations.Collect(); AnimationSources.Collect(); AnimationClips.Collect(); Scenes.Collect(); Layer2Ds.Collect(); Object2Ds.Collect(); Layer3Ds.Collect(); Object3Ds.Collect(); PostEffects.Collect(); Transitions.Collect(); StaticFiles.Collect(); StreamFiles.Collect(); Shapes.Collect(); Collider2Ds.Collect(); } }
internal static void Terminate() { for (int loop = 0; loop < 3; loop++) { SoundSources.DestroyAll(); Texture2Ds.DestroyAll(); CubemapTextures.DestroyAll(); Shader2Ds.DestroyAll(); Material2Ds.DestroyAll(); Effects.DestroyAll(); Meshs.DestroyAll(); Deformers.DestroyAll(); Models.DestroyAll(); KeyframeAnimations.DestroyAll(); AnimationSources.DestroyAll(); Scenes.DestroyAll(); Layer2Ds.DestroyAll(); Object2Ds.DestroyAll(); Layer3Ds.DestroyAll(); Object3Ds.DestroyAll(); PostEffects.DestroyAll(); //Profilers.DestroyAll(); Collector.Collect(); System.GC.Collect(); System.GC.WaitForPendingFinalizers(); System.GC.Collect(); Collector.Collect(); } }
/// <summary> /// 注册网格 /// </summary> /// <param name="bone"></param> public void RegMesh(MFABone bone) { Meshs.Add(bone); }