private void OnDisable() { if (_systems != null) { _systems.Destroy(); _systems = null; _world.Destroy(); _world = null; } }
void OnDisable() { _systems.Destroy(); _systems = null; _world.Destroy(); _world = null; }
void OnDestroy() { // destroy systems logical group. _systems.Destroy(); // destroy world. _world.Destroy(); }
public void Destroy() { _systems?.Destroy(_worlds); _systems = null; _worlds?.Destroy(); _worlds = null; }
public void Dispose() { Systems.Destroy(); Systems = null; World.Destroy(); World = null; }
private void OnDisable() { systems.Destroy(); systems = null; ecsWorld.Destroy(); ecsWorld = null; }
private void OnDisable() { _systems.Destroy(); _systems = null; _ecsWorld.Destroy(); _ecsWorld = null; }
void OnDestroy() { systems.Destroy(); systems = null; fixedSystems.Destroy(); fixedSystems = null; world.Destroy(); world = null; }
private void OnDestroy() { if (_mainSystems != null) { _mainSystems.Destroy(); _mainSystems = null; _world.Destroy(); _world = null; } }
void OnDestroy() { if (_systems != null) { _systems.Destroy(); _systems = null; _world.Destroy(); _world = null; } }
void OnDestroy() { if (systemsUpdate != null) { systemsUpdate.Destroy(); systemsUpdate = null; } World.Destroy(); World = null; }
public void OnDestroy() { if (_systems == null) { return; } _systems.Destroy(); _systems = null; _world.Destroy(); _world = null; }
void OnDestroy() { updateSystems.Destroy(); updateSystems = null; fixedSystems.Destroy(); fixedSystems = null; world.Destroy(); world = null; }
void OnDestroy() { if (_systems != null) { _systems.Destroy(); _systems = null; _world.Destroy(); _world = null; } GameState.OnGameStateChange -= SceneData.UI.OnGameStateChange; }
private void OnDestroy() { if (_systems == null) { return; } _systems.Destroy(); _systems = null; World.Destroy(); }
public virtual void Dispose() { RootSystems.Destroy(); RootSystems = null; _debugger = null; if (_world != null && _world.IsAlive()) { _world.Destroy(); _world = null; } }
private void OnDestroy() { if (_systems != null) { _systems.Destroy(); } if (_world != null) { _world.Destroy(); } }
private void OnDestroy() { if (_systems != null) { _systems.Destroy(); _systems = null; _world.Destroy(); _world = null; } _gameState.OnScoreChange -= _ui.SetScore; _gameState.OnCountChange -= _ui.SetCount; }
void OnDestroy() { if (systems == null) { return; } systems.Destroy(); systems = null; world.Destroy(); world = null; }
private static void InitializeAllSystems(EcsWorld world) { //register all system into world for filter creation var ecsSystems = new EcsSystems(world); foreach (var system in mainSystems.Systems) { ecsSystems.Add(system.System); } ecsSystems.Init(); //destroy initialized systems ecsSystems.Destroy(); }
private void OnDisable() { updateSystems.Destroy(); updateSystems = null; fixedUpdateSystems.Destroy(); fixedUpdateSystems = null; #if UNITY_EDITOR gizmosSystems.Destroy(); gizmosSystems = null; #endif world.Destroy(); world = null; }
void OnDestroy() { if (_fixedUpdateSystems != null) { _fixedUpdateSystems.Destroy(); _fixedUpdateSystems = null; } if (_updateSystems != null) { _updateSystems.Destroy(); _updateSystems = null; } _world?.Destroy(); _world = null; }
private void OnDestroy() { if (_update != null) { _update.Destroy(); _update = null; } if (_fixedUpdate != null) { _fixedUpdate.Destroy(); _fixedUpdate = null; } if (_world != null) { _world.Destroy(); _world = null; } }
private void StartEcs() { var system1 = new MotionTargetInitSystem() { prefab = _prefab, amount = _amount, radius = _radius }; var system2 = new MotionDirectionSystem(); var system3 = new MotionTargetSystem(); _world = new EcsWorld(); _ecsSystems = new EcsSystems(_world) .Add(system1) .Add(system2) .Add(system3); _ecsSystems.Init(); _ecsSystems.Destroy(); _systems.Add(new EcsSystems(_world).Add(system2)); _systems.Add(new EcsSystems(_world).Add(system3)); _systems.ForEach(x => x.Init()); }
public void OnDestroy() { systems.Destroy(); world.Destroy(); }
void OnDestroy() { system.Destroy(); world.Destroy(); }
public void LateDispose() { _systems.Destroy(); _world.Destroy(); }
public void Dispose() { _systems.Destroy(); }
public virtual void Destroy() { systems?.Destroy(); world?.Destroy(); }
private void OnDestroy() { systems.Destroy(); world.Destroy(); }