/// <summary> /// This method disposes of the elements generated in the interface /// </summary> public override void Dispose() { base.Dispose(); List <SceneNode> toRemove = new List <SceneNode>(); foreach (SceneNode life in lives) { toRemove.Add(life); } foreach (SceneNode life in toRemove) { RemoveAndDestroyLife(life); } lifeEntity.Dispose(); toRemove.Clear(); shieldBar.Hide(); healthBar.Hide(); ammoText.Hide(); scoreText.Hide(); levelText.Hide(); timeText.Hide(); panel.Hide(); overlay3D.Hide(); shieldBar.Dispose(); healthBar.Dispose(); ammoText.Dispose(); scoreText.Dispose(); levelText.Dispose(); timeText.Dispose(); panel.Dispose(); overlay3D.Dispose(); }
/// <summary> /// This method disposes of the elements generated in the interface /// </summary> public override void Dispose() { scoreText.Dispose(); winLoseText.Dispose(); timeText.Dispose(); panel.Dispose(); base.Dispose(); }
public void DestroyMessageContainer() { try { MaterialPtr mat = MaterialManager.Singleton.GetByName("MessageBarIcon"); mat.GetBestTechnique().GetPass(0).GetTextureUnitState(0).SetTextureName("radio.png"); } catch (Exception) { } if (messageOverlay != null) { messageOverlay.Hide(); messageOverlay.Dispose(); messageOverlay = null; } if (backgroundElement != null) { backgroundElement.Hide(); backgroundElement.Dispose(); backgroundElement = null; } messageContainer.Hide(); OverlayManager.Singleton.DestroyOverlayElement(messageElement); messageElement = null; messageContainer.Dispose(); messageContainer = null; if (iconOverlay != null) { iconElement.Hide(); iconElement.Dispose(); iconElement = null; iconOverlay.Hide(); iconOverlay.Dispose(); iconOverlay = null; } }
/// <summary> /// This method disposes of the elements generated in the interface /// </summary> public override void Dispose() { List <SceneNode> toRemove = new List <SceneNode>(); foreach (SceneNode life in lives) { toRemove.Add(life); } foreach (SceneNode life in toRemove) { RemoveAndDestroyLife(life); } if (lifeEntity != null) { lifeEntity.Dispose(); } toRemove.Clear(); shieldBar.Dispose(); healthBar.Dispose(); scoreText.Dispose(); panel.Dispose(); overlay3D.Dispose(); base.Dispose(); }
/// <summary> /// This method disposes of the elements generated in the interface /// </summary> public override void Dispose() { List <SceneNode> toRemove = new List <SceneNode>(); foreach (SceneNode life in lives) { toRemove.Add(life); } foreach (SceneNode life in toRemove) { RemoveAndDestroyLife(life); } characterStats.Lives.InitValue(0); characterStats.Health.InitValue(0); characterStats.Shield.InitValue(0); toRemove.Clear(); shieldBar.Dispose(); healthBar.Dispose(); scoreText.Dispose(); timeText.Dispose(); panel.Dispose(); overlay3D.Dispose(); base.Dispose(); }