public override void Stop() { _logger.Log("Begin"); _world.Dispose(); _logger.Log("End"); }
public void Test_World_After_Destroy() { IWorld world = Root.CreateWorld(); HandleUtils.ForceDestroy(world.Handle); // IWorld methods can't throw any exception after handle destroy Assert.IsNull(world.CreateActor()); world.Clear(); world.Dispose(); Assert.IsNull(HandleUtils.TryGetReferenceHolder(world.Handle)); }
public void Dispose() { _logger.Information("Disposing objects"); _renderer.Dispose(); _skybox.Dispose(); _world.Dispose(); _context.Dispose(); _worldRenderer.Dispose(); _ndcRenderer.Dispose(); _skyboxRenderer.Dispose(); _fullscreenShader.Dispose(); _backbufferTexture.Dispose(); _postprocessTexture.Dispose(); _postprocessPipeline.Dispose(); }
/// <summary> /// UnloadContent will be called once per game and is the place to unload /// all content. /// </summary> protected override void UnloadContent() { // TODO: Unload any non ContentManager content here if (_mobs != null) { foreach (IMob mob in _mobs) { mob.Dispose(); } } if (_world != null) { _world.Dispose(); } if (_spriteBatch != null) { _spriteBatch.Dispose(); } }
public void LeaveWorld() { World.Dispose(); World = null; }
public void Dispose() { world?.Dispose(); }