protected virtual void TearDown() { if (_manager != null) { while (_world.Systems.Any()) { _world.DestroySystem(_world.Systems.First()); } _managerDebug.CheckInternalConsistency(); _world.Dispose(); _world = null; World.Active = _previousWorld; _previousWorld = null; _manager = null; } }
public virtual void TearDown() { if (m_Manager != null && m_Manager.IsCreated) { // Clean up systems before calling CheckInternalConsistency because we might have filters etc // holding on SharedComponentData making checks fail while (World.Systems.ToArray().Length > 0) { World.DestroySystem(World.Systems.ToArray()[0]); } m_ManagerDebug.CheckInternalConsistency(); World.Dispose(); World = null; World.Active = m_PreviousWorld; m_PreviousWorld = null; m_Manager = null; } }