Ejemplo n.º 1
0
        /// <summary>
        /// This method disposes of all noes and entities in the scene
        /// </summary>
        protected override void DestroyScene()
        {
            cameraNode.DetachAllObjects();
            cameraNode.Dispose();
            player.Model.Dispose();
            if (robot != null)
            {
                robot.Model.Dispose();
            }
            //cube.Dispose();
            gameHMD.Dispose();
            int a;

            for (a = 0; a < cubeNum; a++)
            {
                obstacle_cube[a].Dispose();
            }
            foreach (GemAmmo gemAmmo in gems_ammo)
            {
                gemAmmo.Dispose();
            }
            foreach (GemHealth gemHealth in gems_health)
            {
                gemHealth.Dispose();
            }
            physics.Dispose();
            base.DestroyScene();
        }
Ejemplo n.º 2
0
 /// <summary>
 /// This method destroys the scene & components within it
 /// </summary>
 protected override void DestroyScene()
 {
     base.DestroyScene();
     gameHMD.Dispose();
     cameraNode.DetachAllObjects();
     cameraNode.Dispose();
     environment.Dispose();
     physics.Dispose();
 }
Ejemplo n.º 3
0
 /// <summary>
 /// This method destrois the scene
 /// </summary>
 protected override void DestroyScene()
 {
     base.DestroyScene();
     gameHMD.Dispose();
     player.Model.Dispose();
     environment.Dispose();
     foreach (Gem g in gemList)
     {
         g.Dispose();
     }
     foreach (PowerUp p in powerUpList)
     {
         p.Dispose();
     }
 }
Ejemplo n.º 4
0
        /// <summary>
        /// This method destorys the scene
        /// </summary>
        protected override void DestroyScene()
        {
            base.DestroyScene();

            cameraNode.DetachAllObjects();
            cameraNode.Dispose();

            if (player != null)
            {
                player.Model.DisposeModel();
            }

            foreach (Enemies e in robots)
            {
                e.Model.Dispose();
            }

            foreach (Gem g in Gems)
            {
                g.Dispose();
            }

            foreach (CollectableGun cg in collGuns)
            {
                cg.Dispose();
            }

            foreach (Projectile p in projList)
            {
                p.Dispose();
            }

            foreach (PowerUp pu in PowerUps)
            {
                pu.Dispose();
            }

            //collGun.Dispose();
            //slowGun.Dispose();

            environment.Dispose();

            gameHMD.Dispose();

            physics.Dispose();
        }