public override void Dispose()
        {
            DisposeHUD();
            spawnManager.Dispose();

            foreach (GameObject o in SceneObjects)
            {
                o.Dispose();
            }

            // HeightMaps
            foreach (HeightMapTextured hm in heightMaps)
            {
                hm.Dispose();
            }

            lightBox.Dispose();

            ItemDatabase.Instance.Dispose();
            skyBox.Dispose();

            fullQuadVertexBuffer.Dispose();
            auxRenderTarget.Dispose();
            auxDepthStencil.Dispose();
            gogleViewEffect.Dispose();
            gogleViewTexture.Dispose();
            DisposeSounds();
        }
Beispiel #2
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 public override void Dispose()
 {
     escenario.DisposeAll();
     personaje.Dispose();
     skyBox.Dispose();
     collisionNormalArrow.Dispose();
     directionArrow.Dispose();
 }
 public override void Dispose()
 {
     skyBox.Dispose();
     terreno.Dispose();
     foreach (var mesh in objetosIsla)
     {
         mesh.Dispose();
     }
 }
Beispiel #4
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 public override void Dispose()
 {
     Plaza.DisposeAll();
     AutoFisico1.Dispose();
     GrupoPolicias.Dispose();
     Cielo.Dispose();
     Sonidos.Dispose();
     Hud.Dispose();
     Invisible.Dispose();
 }
Beispiel #5
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 /// <summary>
 ///     Se llama cuando termina la ejecución del ejemplo.
 ///     Hacer Dispose() de todos los objetos creados.
 ///     Es muy importante liberar los recursos, sobretodo los gráficos ya que quedan bloqueados en el device de video.
 /// </summary>
 public override void Dispose()
 {
     this.navePrincipal.Scene.DisposeAll();
     this.enemigos.ForEach(enemigo => enemigo.Scene.DisposeAll());
     this.escenarios.ForEach(es => { es.Dispose(); });
     skyBox.Dispose();
     playerAmbiente.closeFile();
     g_pShadowMap.Dispose();
     g_pDSShadow.Dispose();
 }
Beispiel #6
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        public override void Dispose()
        {
            circuito.dispose();
            car.Dispose();
            effect.Dispose();
            terrain.Dispose();
            skyBox.Dispose();

            g_pRenderTarget.Dispose();
            g_pRenderTarget2.Dispose();
            g_pRenderTarget3.Dispose();
            g_pRenderTarget4.Dispose();
            g_pRenderTarget5.Dispose();
            g_pDepthStencil.Dispose();
            g_pVBV3D.Dispose();
        }
Beispiel #7
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        public void Dispose()
        {
            world.Dispose();
            dispatcher.Dispose();
            collisionConfiguration.Dispose();
            constraintSolver.Dispose();
            broadphase.Dispose();

            player1.Dispose();
            escenario.Dispose();
            skyBox.Dispose();
            enemy.Dispose();

            items.ForEach(item => item.Dispose());
            bullets.ForEach(bullet => bullet.Dispose());
            objetos.ForEach(obj => obj.Dispose());
            explosions.ForEach(ex => ex.Dispose());

            explosionFX.Dispose();
            toonFX.Dispose();
        }
        public override void Dispose()
        {
            Plaza.DisposeAll();
            AutoFisico1.Dispose();
            GrupoPolicias.Dispose();
            Cielo.Dispose();
            Sonidos.Dispose();
            Hud.Dispose();

            foreach (var auto in Players)
            {
                auto.sonidoAceleracion.dispose();
                auto.sonidoDesaceleracion.dispose();
                auto.frenada.dispose();
                auto.choque.dispose();
            }

            Invisibilidad.Dispose();
            g_pRenderTarget.Dispose();
            g_pVBV3D.Dispose();
            g_pDepthStencil.Dispose();
        }
Beispiel #9
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        public override void Dispose()
        {
            effect.Dispose();
            recoltableItemEffect.Dispose();
            wavesEffect.Dispose();
            playerModel.Dispose();
            bulletManager.Dispose();
            skyBox.Dispose();
            //skyBoxUndersea.Dispose();
            surfacePlane.Dispose();
            underseaTerrain.Dispose();
            collectModel.Dispose();
            shipHelmPoster.Dispose();

            //Dispose de Meshes
            meshes.ForEach(x => x.Dispose());

            shipHelmMesh.ForEach(x => x.Dispose());

            historyModel.Dispose();

            music.closeFile();
        }
Beispiel #10
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 public override void Dispose()
 {
     foreach (TgcMesh m in meshes)
     {
         m.Dispose();
     }
     effect.Dispose();
     skyBox.Dispose();
     terrain.Dispose();
     pasto.Dispose();
     arbol.Dispose();
     arbusto.Dispose();
     g_pRenderTarget.Dispose();
     g_pGlowMap.Dispose();
     g_pRenderTarget4Aux.Dispose();
     g_pRenderTarget4.Dispose();
     g_pVBV3D.Dispose();
     g_pDepthStencil.Dispose();
     for (int i = 0; i < NUM_REDUCE_TX; i++)
     {
         g_pLuminance[i].Dispose();
     }
     g_pLuminance_ant.Dispose();
 }
 public override void Dispose()
 {
     //Liberar recursos del SkyBox
     skyBox.Dispose();
 }
Beispiel #12
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 public override void Dispose()
 {
     skyBox.Dispose();
 }
Beispiel #13
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 public void DisposeEscenario()
 {
     skyBox.Dispose();
     heightmap.Dispose();
     tgcScene.Meshes.ForEach(mesh => mesh.Dispose());
 }
 public override void Dispose()
 {
     escenario.DisposeAll();
     personaje.Dispose();
     skyBox.Dispose();
 }
 public override void Dispose()
 {
     skyBox.Dispose();
     scene.DisposeAll();
 }
 public void Dispose()
 {
     skyBox.Dispose();
 }
Beispiel #17
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 /// <summary>
 ///     Se llama cuando termina la ejecución del ejemplo.
 ///     Hacer Dispose() de todos los objetos creados.
 ///     Es muy importante liberar los recursos, sobretodo los gráficos ya que quedan bloqueados en el device de video.
 /// </summary>
 public override void Dispose()
 {
     skyBox.Dispose();
     escenario1.Dispose();
     tgcPersonaje.Dispose();
 }
Beispiel #18
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 public void Dispose() => skybox.Dispose();
 public override void Dispose()
 {
     cancionPcpal.closeFile();
     SkyBox.Dispose();
     Scene.DisposeAll();
 }