public override void Dispose()
 {
     if (!base.IsDisposed)
     {
         this.m_projectileManager = null;
         this.m_data = null;
         base.Dispose();
     }
 }
 public override void Dispose()
 {
     if (!base.IsDisposed)
     {
         Console.WriteLine("Disposing Procedural Level Screen");
         Tween.StopAll(false);
         this.m_currentRoom = null;
         this.DisposeRTs();
         foreach (RoomObj current in this.m_roomList)
         {
             current.Dispose();
         }
         this.m_roomList.Clear();
         this.m_roomList = null;
         this.m_enemyStartPositions.Clear();
         this.m_enemyStartPositions = null;
         this.m_tempEnemyStartPositions.Clear();
         this.m_tempEnemyStartPositions = null;
         this.m_textManager.Dispose();
         this.m_textManager = null;
         this.m_physicsManager = null;
         this.m_projectileManager.Dispose();
         this.m_projectileManager = null;
         this.m_itemDropManager.Dispose();
         this.m_itemDropManager = null;
         this.m_currentRoom = null;
         this.m_miniMapDisplay.Dispose();
         this.m_miniMapDisplay = null;
         this.m_mapBG.Dispose();
         this.m_mapBG = null;
         this.m_inputMap.Dispose();
         this.m_inputMap = null;
         this.m_lastEnemyHit = null;
         this.m_playerHUD.Dispose();
         this.m_playerHUD = null;
         this.m_player = null;
         this.m_enemyHUD.Dispose();
         this.m_enemyHUD = null;
         this.m_impactEffectPool.Dispose();
         this.m_impactEffectPool = null;
         this.m_blackBorder1.Dispose();
         this.m_blackBorder1 = null;
         this.m_blackBorder2.Dispose();
         this.m_blackBorder2 = null;
         this.m_chestList.Clear();
         this.m_chestList = null;
         this.m_projectileIconPool.Dispose();
         this.m_projectileIconPool = null;
         this.m_objKilledPlayer = null;
         this.m_dungeonLight.Dispose();
         this.m_dungeonLight = null;
         this.m_traitAura.Dispose();
         this.m_traitAura = null;
         this.m_killedEnemyObjList.Clear();
         this.m_killedEnemyObjList = null;
         this.m_roomEnteringTitle.Dispose();
         this.m_roomEnteringTitle = null;
         this.m_roomTitle.Dispose();
         this.m_roomTitle = null;
         this.m_creditsText.Dispose();
         this.m_creditsText = null;
         this.m_creditsTitleText.Dispose();
         this.m_creditsTitleText = null;
         Array.Clear(this.m_creditsTextTitleList, 0, this.m_creditsTextTitleList.Length);
         Array.Clear(this.m_creditsTextList, 0, this.m_creditsTextList.Length);
         this.m_creditsTextTitleList = null;
         this.m_creditsTextList = null;
         this.m_filmGrain.Dispose();
         this.m_filmGrain = null;
         this.m_objectivePlate.Dispose();
         this.m_objectivePlate = null;
         this.m_objectivePlateTween = null;
         this.m_sky.Dispose();
         this.m_sky = null;
         this.m_whiteBG.Dispose();
         this.m_whiteBG = null;
         this.m_compassBG.Dispose();
         this.m_compassBG = null;
         this.m_compass.Dispose();
         this.m_compass = null;
         if (this.m_compassDoor != null)
         {
             this.m_compassDoor.Dispose();
         }
         this.m_compassDoor = null;
         this.m_castleBorderTexture.Dispose();
         this.m_gardenBorderTexture.Dispose();
         this.m_towerBorderTexture.Dispose();
         this.m_dungeonBorderTexture.Dispose();
         this.m_neoBorderTexture.Dispose();
         this.m_castleBorderTexture = null;
         this.m_gardenBorderTexture = null;
         this.m_towerBorderTexture = null;
         this.m_dungeonBorderTexture = null;
         this.DebugTextObj.Dispose();
         this.DebugTextObj = null;
         base.Dispose();
     }
 }
 public ProceduralLevelScreen()
 {
     this.DisableRoomTransitioning = false;
     this.m_roomList = new List<RoomObj>();
     this.m_textManager = new TextManager(700);
     this.m_projectileManager = new ProjectileManager(this, 700);
     this.m_enemyStartPositions = new List<Vector2>();
     this.m_tempEnemyStartPositions = new List<Vector2>();
     this.m_impactEffectPool = new ImpactEffectPool(2000);
     this.CameraLockedToPlayer = true;
     this.m_roomTitle = new TextObj(null);
     this.m_roomTitle.Font = Game.JunicodeLargeFont;
     this.m_roomTitle.Align = Types.TextAlign.Right;
     this.m_roomTitle.Opacity = 0f;
     this.m_roomTitle.FontSize = 40f;
     this.m_roomTitle.Position = new Vector2(1270f, 570f);
     this.m_roomTitle.OutlineWidth = 2;
     this.m_roomEnteringTitle = (this.m_roomTitle.Clone() as TextObj);
     this.m_roomEnteringTitle.Text = "Now Entering";
     this.m_roomEnteringTitle.FontSize = 24f;
     this.m_roomEnteringTitle.Y -= 50f;
     this.m_inputMap = new InputMap(PlayerIndex.One, false);
     this.m_inputMap.AddInput(0, Keys.Y);
     this.m_inputMap.AddInput(1, Keys.U);
     this.m_inputMap.AddInput(2, Keys.LeftControl);
     this.m_inputMap.AddInput(3, Keys.Left);
     this.m_inputMap.AddInput(4, Keys.Right);
     this.m_inputMap.AddInput(5, Keys.Up);
     this.m_inputMap.AddInput(6, Keys.Down);
     this.m_inputMap.AddInput(7, Keys.OemTilde);
     this.m_chestList = new List<ChestObj>();
     this.m_miniMapDisplay = new MapObj(true, this);
     this.m_killedEnemyObjList = new List<EnemyObj>();
 }
 public FireProjectileLogicAction(ProjectileManager projectileManager, ProjectileData data)
 {
     this.m_projectileManager = projectileManager;
     this.m_data = data.Clone();
 }