public void Dispose() { m_Accessible = false; m_Position = default; m_World = default; m_SkyLights.Clear(); m_AmbientLights.Clear(); Array.Clear(m_Blocks, 0, m_Blocks.Length); Array.Clear(m_Rotations, 0, m_Rotations.Length); Array.Clear(m_HeightMap, 0, m_HeightMap.Length); }
public void Clear() { Array.Clear(m_Blocks, 0, m_Blocks.Length); Array.Clear(m_BlockStates, 0, m_BlockStates.Length); m_SkyLights.Clear(); m_BlockLights.Clear(); Array.Clear(m_HeightMap, 0, m_HeightMap.Length); Array.Clear(m_TickRefCounts, 0, m_TickRefCounts.Length); Array.Clear(m_RenderableCounts, 0, m_RenderableCounts.Length); }