public override void Dispose() { base.Dispose(); if (textures != null) { textures.Clear(); } if (collisionChecker != null) { collisionChecker.Dispose(); collisionChecker = null; } if (objects != null) { Object[] o = objects.ToActors(); for (int i = 0; i < o.Length; i++) { Actor actor = (Actor)o[i]; if (actor != null) { actor.Dispose(); actor = null; } } } if (batch != null) { batch.Dispose(); } }