public void Dispose()
 {
     _system.Dispose();
     _executionQueue.Dispose();
     _planning?.Dispose();
     _runner.Cancel();
 }
示例#2
0
 protected override void DisposeManaged()
 {
     updateSystems.Dispose();
     renderSystems.Dispose();
     tagContainer.Dispose();
     zzContainer.OnResize -= HandleResize;
 }
示例#3
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 public void Dispose()
 {
     _inner.Dispose();
     foreach (var extension in _handling.Extensions)
     {
         extension.Dispose();
     }
 }
示例#4
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        /// <summary>
        /// Disposes all the inner <see cref="ISystem{T}"/> instances.
        /// </summary>
        public override void Dispose()
        {
            _mainSystem?.Dispose();

            foreach (ISystem <T> system in _systems)
            {
                system?.Dispose();
            }
        }
示例#5
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        /// <summary>Performs application-defined tasks associated with freeing, releasing, or resetting unmanaged resources.</summary>
        public override void Dispose()
        {
            mainSystem?.Dispose();

            foreach (ISystem <TState> system in systems)
            {
                system?.Dispose();
            }
        }
示例#6
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        protected override void Dispose(bool disposing)
        {
            _runner.Dispose();
            _world.Dispose();
            _system.Dispose();
            _square.Dispose();
            _batch.Dispose();
            _deviceManager.Dispose();

            base.Dispose(disposing);
        }
示例#7
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 public void Dispose()
 {
     _system.Dispose();
     _executionQueue.Dispose();
     if (_planning != null)
     {
         _planning.Dispose();
     }
     if (_reader != null)
     {
         _reader.Dispose();
     }
     _runner.Cancel();
 }
示例#8
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        private static void ConfigureNewMap()
        {
            World?.Dispose();
            World      = new World(64);
            EntitySets = new EntitySets(World);
            Map?.Dispose();
            Map = new MapContext(Content, GameObjects, Game.GraphicsDevice);
            SystemsSet?.Dispose();
            SystemsSet        = ConfigureSystems();
            GameObjects.World = World;
            Map.LoadMap(mapName);

            World.Subscribe <(WalkAction, Entity)>((in (WalkAction, Entity)payload) =>
            {
                var(action, entity) = payload;
                var triggers        = EntitySets.Triggers.GetEntities();
                for (var i = 0; i < triggers.Length; i++)
                {
                    triggers[i].Get <Trigger>().Check(triggers[i], action, entity);
                }
            });
示例#9
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 public virtual void RemoveHecsSystem(ISystem system)
 {
     RegisterService.UnRegisterSystem(system);
     system.Dispose();
     systems.Remove(system);
 }
示例#10
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 public void Dispose()
 {
     _system.Dispose();
 }