public bool Contains(LRelease release) { lock (_lock) { return(_disposeSelf.Contains(release)); } }
public void Remove(LRelease c) { if (_set != null) { _set.Remove(c); } }
public Disposes Remove(LRelease release) { lock (_lock) { _disposeSelf.Remove(release); } return(this); }
public Disposes Put(LRelease release) { lock (_lock) { _disposeSelf.Add(release); } return(this); }
public void Close() { lock (_lock) { for (LIterator <LRelease> it = _disposeSelf.ListIterator(); it.HasNext();) { LRelease release = it.Next(); if (release != null) { release.Close(); } } _disposeSelf.Clear(); } }
public override void Close() { if (_set != null) { for (Iterator <LRelease> it = _set.Iterator(); it.HasNext();) { LRelease c = it.Next(); try { c.Close(); } catch (System.Exception) { } } _set.Clear(); } _closed = true; }
public virtual void PutRelease(LRelease r) { if (releases == null) { releases = new List<LRelease>(10); } CollectionUtils.Remove(releases, r); }
internal DisposePort(LRelease r) { this._release = r; }
public void QueueForDispose(LRelease resource) { game.frame.Connect(new DisposePort(resource)).Once(); }
public bool Add(LRelease res) { return CollectionUtils.Add(objects, res); }
public void PutRelease(LRelease r) { if (releases == null) { releases = new List<LRelease>(10); } releases.Add(r); }
public bool Add(LRelease res) { return(CollectionUtils.Add(objects, res)); }
public bool Add(LRelease res) { return(objects.Add(res)); }