/// <summary> /// Adds the specified System to be part of this Scene. /// </summary> public void AddSystem(Components.SceneSystem System) { if (IsInitialized) { System.Initialize(this); } System.Disposed += System_Disposed; _Systems.Add(System); }
/// <summary> /// Removes the specified System from this Scene. /// </summary> public void RemoveSystem(Components.SceneSystem System) { // Same as above, this should be considered temporary. _Systems.Remove(System); System.Dispose(); }