// called when this character is being destroyed and the resources should be released public void Destroy() { _scene.TaintedObject(delegate() { BulletSimAPI.DestroyObject(_scene.WorldID, _localID); }); }
// called when this character is being destroyed and the resources should be released public override void Destroy() { DetailLog("{0},BSCharacter.Destroy", LocalID); PhysicsScene.TaintedObject("BSCharacter.destroy", delegate() { BulletSimAPI.DestroyObject(PhysicsScene.WorldID, LocalID); }); }
public void Destroy() { #if (!ISWIN) _scene.TaintedObject(delegate() { BulletSimAPI.DestroyObject(_scene.WorldID, _localID); }); #else _scene.TaintedObject(() => BulletSimAPI.DestroyObject(_scene.WorldID, _localID)); #endif }
public override void Destroy() { _scene.TaintedObject(() => BulletSimAPI.DestroyObject(_scene.WorldID, _localID)); }