void CGamePlay::Exit()
{
	CSGD_TextureManager *pTM = CSGD_TextureManager::GetInstance();
	CSGD_ObjectManager *pOM = CSGD_ObjectManager::GetInstance();
	CSGD_ObjectFactory<string, CBase> *pOF = CSGD_ObjectFactory<string, CBase>::GetInstance();
	CSGD_WaveManager* pWM = CSGD_WaveManager::GetInstance();
	CPlayerCharacter *pPC = CPlayerCharacter::GetInstance();
	CSGD_EventSystem *m_pES = CSGD_EventSystem::GetInstance();

	m_pES->UnregisterClient(this);

	CGame::GetInstance()->SetPaused(false);

	pOM->RemoveAllObjects();
	pOF->ShutdownObjectFactory();

	enemies.clear();

	pTM->ReleaseTexture(m_nImageID[0]);
	pTM->ReleaseTexture(m_nImageID[1]);
	pTM->ReleaseTexture(m_nImageID[2]);
	pTM->ReleaseTexture(m_nImageID[3]);
	pTM->ReleaseTexture(m_nImageID[4]);
	pTM->ReleaseTexture(m_nBGID);

	pWM->UnloadWave(m_nBGMusicID);
}
void COptions::Exit()
{
	CSGD_TextureManager *pTM = CSGD_TextureManager::GetInstance();
	CSGD_WaveManager *pWM = CSGD_WaveManager::GetInstance();

	pTM->ReleaseTexture(m_nImageID[0]);
	pTM->ReleaseTexture(m_nImageID[1]);

	if (pWM->IsWavePlaying(m_nSoundID[0]))
			pWM->Stop(m_nSoundID[0]);
	if (pWM->IsWavePlaying(m_nSoundID[1]))
			pWM->Stop(m_nSoundID[1]);

	pWM->UnloadWave(m_nSoundID[0]);
	pWM->UnloadWave(m_nSoundID[1]);


}