public ProjectileIconPool(int poolSize, ProjectileManager projectileManager, RCScreenManager screenManager) { m_poolSize = poolSize; m_resourcePool = new DS2DPool <ProjectileIconObj>(); m_projectileManager = projectileManager; m_screenManager = screenManager; }
public ProjectileManager(ProceduralLevelScreen level, int poolSize) { this.m_projectilesToRemoveList = new List<ProjectileObj>(); this.m_levelScreen = level; this.m_projectilePool = new DS2DPool<ProjectileObj>(); this.m_poolSize = poolSize; }
public ItemDropManager(int poolSize, PhysicsManager physicsManager) { this.m_itemDropPool = new DS2DPool<ItemDropObj>(); this.m_itemDropsToRemoveList = new List<ItemDropObj>(); this.m_poolSize = poolSize; this.m_physicsManager = physicsManager; }
public ProjectileManager(ProceduralLevelScreen level, int poolSize) { m_projectilesToRemoveList = new List <ProjectileObj>(); m_levelScreen = level; m_projectilePool = new DS2DPool <ProjectileObj>(); m_poolSize = poolSize; }
public ItemDropManager(int poolSize, PhysicsManager physicsManager) { m_itemDropPool = new DS2DPool <ItemDropObj>(); m_itemDropsToRemoveList = new List <ItemDropObj>(); m_poolSize = poolSize; m_physicsManager = physicsManager; }
public void Dispose() { if (!IsDisposed) { Console.WriteLine("Disposing Text Manager"); m_resourcePool.Dispose(); m_resourcePool = null; IsDisposed = true; } }
public void Dispose() { if (!IsDisposed) { Console.WriteLine("Disposing Impact Effect Pool"); m_isDisposed = true; m_resourcePool.Dispose(); m_resourcePool = null; } }
public override void Dispose() { if (!IsDisposed) { m_projectilePool.Dispose(); m_projectilePool = null; m_shield.Dispose(); m_shield = null; base.Dispose(); } }
public void Dispose() { if (!IsDisposed) { Console.WriteLine("Disposing Projectile Icon Pool"); m_resourcePool.Dispose(); m_resourcePool = null; IsDisposed = true; m_projectileManager = null; m_screenManager = null; } }
public void Dispose() { if (!IsDisposed) { Console.WriteLine("Disposing Projectile Manager"); m_levelScreen = null; m_projectilePool.Dispose(); m_projectilePool = null; m_projectilesToRemoveList.Clear(); m_projectilesToRemoveList = null; IsDisposed = true; } }
public void Dispose() { if (!IsDisposed) { Console.WriteLine("Disposing Item Drop Manager"); DestroyAllItemDrops(); m_itemDropsToRemoveList.Clear(); m_itemDropsToRemoveList = null; m_itemDropPool.Dispose(); m_itemDropPool = null; m_physicsManager = null; IsDisposed = true; } }
public EnemyObj_Energon(PlayerObj target, PhysicsManager physicsManager, ProceduralLevelScreen levelToAttachTo, GameTypes.EnemyDifficulty difficulty) : base("EnemyEnergonIdle_Character", target, physicsManager, levelToAttachTo, difficulty) { this.Type = 23; this.m_shield = new SpriteObj("EnergonSwordShield_Sprite"); this.m_shield.AnimationDelay = 0.1f; this.m_shield.PlayAnimation(true); this.m_shield.Opacity = 0.5f; this.m_shield.Scale = new Vector2(1.2f, 1.2f); this.m_projectilePool = new DS2DPool<EnergonProjectileObj>(); for (int i = 0; i < (int)this.m_poolSize; i++) { EnergonProjectileObj energonProjectileObj = new EnergonProjectileObj("EnergonSwordProjectile_Sprite", this); energonProjectileObj.Visible = false; energonProjectileObj.CollidesWithTerrain = false; energonProjectileObj.PlayAnimation(true); energonProjectileObj.AnimationDelay = 0.05f; this.m_projectilePool.AddToPool(energonProjectileObj); } }
public EnemyObj_Energon(PlayerObj target, PhysicsManager physicsManager, ProceduralLevelScreen levelToAttachTo, GameTypes.EnemyDifficulty difficulty) : base("EnemyEnergonIdle_Character", target, physicsManager, levelToAttachTo, difficulty) { Type = 23; m_shield = new SpriteObj("EnergonSwordShield_Sprite"); m_shield.AnimationDelay = 0.1f; m_shield.PlayAnimation(); m_shield.Opacity = 0.5f; m_shield.Scale = new Vector2(1.2f, 1.2f); m_projectilePool = new DS2DPool <EnergonProjectileObj>(); for (var i = 0; i < (int)m_poolSize; i++) { var energonProjectileObj = new EnergonProjectileObj("EnergonSwordProjectile_Sprite", this); energonProjectileObj.Visible = false; energonProjectileObj.CollidesWithTerrain = false; energonProjectileObj.PlayAnimation(); energonProjectileObj.AnimationDelay = 0.05f; m_projectilePool.AddToPool(energonProjectileObj); } }
public void Dispose() { if (!this.IsDisposed) { Console.WriteLine("Disposing Impact Effect Pool"); this.m_isDisposed = true; this.m_resourcePool.Dispose(); this.m_resourcePool = null; } }
public void Dispose() { if (!this.IsDisposed) { Console.WriteLine("Disposing Projectile Manager"); this.m_levelScreen = null; this.m_projectilePool.Dispose(); this.m_projectilePool = null; this.m_projectilesToRemoveList.Clear(); this.m_projectilesToRemoveList = null; this.m_isDisposed = true; } }
public TextManager(int poolSize) { m_poolSize = poolSize; m_resourcePool = new DS2DPool <TextObj>(); }
public void Dispose() { if (!this.IsDisposed) { Console.WriteLine("Disposing Item Drop Manager"); this.DestroyAllItemDrops(); this.m_itemDropsToRemoveList.Clear(); this.m_itemDropsToRemoveList = null; this.m_itemDropPool.Dispose(); this.m_itemDropPool = null; this.m_physicsManager = null; this.m_isDisposed = true; } }
public override void Dispose() { if (!base.IsDisposed) { this.m_projectilePool.Dispose(); this.m_projectilePool = null; this.m_shield.Dispose(); this.m_shield = null; base.Dispose(); } }
public ImpactEffectPool(int poolSize) { m_poolSize = poolSize; m_resourcePool = new DS2DPool <RogueAPI.Effects.EffectSpriteInstance>(); }
public ImpactEffectPool(int poolSize) { this.m_poolSize = poolSize; this.m_resourcePool = new DS2DPool<SpriteObj>(); }