Exemple #1
0
        protected override void Unload()
        {
            _searchWindow.Dispose();
            _searchIcon.Dispose();

            ModuleInstance = null;
        }
        /// <inheritdoc />
        protected override void Unload()
        {
            // Unload
            CleanFavorites();
            GameService.Overlay.UserLocaleChanged -= ChangeLocalization;
            printScreenKey.Enabled    = false;
            printScreenKey.Activated -= ScreenshotNotify;
            printScreenKey            = null;
            modulePanel.Hidden       -= ToggleFileSystemWatchers;
            modulePanel.Shown        -= ToggleFileSystemWatchers;
            modulePanel.Shown        -= LoadImages;
            GameService.Overlay.BlishHudWindow.RemoveTab(moduleTab);
            moduleTab = null;
            modulePanel?.Dispose();
            moduleCornerIcon?.Dispose();
            thumbnailFlowPanel?.Dispose();
            // avoiding resource leak
            for (var i = 0; i < screensPathWatchers.Count; i++)
            {
                if (screensPathWatchers[i] == null)
                {
                    continue;
                }
                screensPathWatchers[i].Created -= OnScreenshotCreated;
                screensPathWatchers[i].Deleted -= OnScreenshotDeleted;
                screensPathWatchers[i].Renamed -= OnScreenshotRenamed;
                screensPathWatchers[i].Dispose();
                screensPathWatchers[i] = null;
            }

            displayedThumbnails.Clear();
            displayedThumbnails = null;
            // All static members must be manually unset
            ModuleInstance = null;
        }
 /// <summary>
 /// For a good module experience, your module should clean up ANY and ALL entities
 /// and controls that were created and added to either the World or SpriteScreen.
 /// Be sure to remove any tabs added to the Director window, CornerIcons, etc.
 /// </summary>
 protected override void Unload()
 {
     ModuleInstance = null;
     GameService.Overlay.BlishHudWindow.RemoveTab(_todoTab);
     _exampleIcon.Dispose();
     _displayedTasks.ForEach(de => de.Dispose());
     _displayedTasks.Clear();
 }
        /// <summary>
        /// For a good module experience, your module should clean up ANY and ALL entities
        /// and controls that were created and added to either the World or SpriteScreen.
        /// Be sure to remove any tabs added to the Director window, CornerIcons, etc.
        /// </summary>
        protected override void Unload()
        {
            _exampleIcon.Dispose();
            _dungeonContextMenuStrip.Dispose();

            // Static members are not automatically cleared and will keep a reference to your,
            // module unless manually unset.
            ModuleInstance = null;
        }
Exemple #5
0
        protected override void Unload()
        {
            ModuleInstance = null;

            _debugIcon.Dispose();
            _debugContextMenuStrip.Dispose();

            _toolboxForm.Hide();
            _toolboxForm.Dispose();
        }
Exemple #6
0
        protected override void Unload()
        {
            // Unsubscribe from events
            GameService.Pathing.NewMapLoaded -= _onNewMapLoaded;

            // Dispose all controls
            _moduleControls.ForEach(c => c.Dispose());
            _moduleControls.Clear();
            _mapIcon.Dispose();
            _mapIconMenu.Dispose();

            _mapIcon     = null;
            _mapIconMenu = null;

            // Unload and dispose all loaded pathables
            UnloadAllPathables();

            // Release static reference to this module instance
            ModuleInstance = null;
        }