/// <summary>Stop listing messages from the MessageVector previously attached to, if any.</summary>
 /// <description>
 /// Detailed description
 /// </description>
 /// <param name="param">Description</param>
 /// <code>
 /// // Deatch the MessageVector from HudMessageVector
 /// // HudMessageVector will no longer render the text
 /// chatHud.detach();
 /// </code>
 public void Detach()
 {
     InternalUnsafeMethods.Detach__Args _args = new InternalUnsafeMethods.Detach__Args()
     {
     };
     InternalUnsafeMethods.Detach()(ObjectPtr, _args);
 }
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        /// <description>
        /// () Detaches the logger from the console and stops writing to file
        /// </description>
        /// <code>
        /// // Create the logger
        /// // Will automatically start writing to testLogging.txt with normal priority
        /// new ConsoleLogger(logger, "testLogging.txt", false);
        ///
        /// // Send something to the console, with the logger consumes and writes to file
        /// echo("This is logged to the file");
        ///
        /// // Stop logging, but do not delete the logger
        /// logger.detach();
        ///
        /// echo("This is not logged to the file");
        ///
        /// // Attach the logger to the console again
        /// logger.attach();
        ///
        /// // Logging has resumed
        /// echo("Logging has resumed");
        /// </code>
        public bool Detach()
        {
            InternalUnsafeMethods.Detach__Args _args = new InternalUnsafeMethods.Detach__Args()
            {
            };
            bool _engineResult = InternalUnsafeMethods.Detach()(ObjectPtr, _args);

            return(_engineResult);
        }
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 /// <summary>Disassociates the PhysicsForce from any attached PhysicsBody.</summary>
 /// <description>
 ///
 /// </description>
 /// <param name="force">Optional force to apply to the attached PhysicsBody before detaching.</param>
 /// <remarks> Has no effect if the %PhysicsForce is not attached to anything.
 ///
 /// </remarks>
 public void Detach(Point3F force = null)
 {
     force = force ?? new Point3F("0 0 0");
     force.Alloc();             InternalUnsafeMethods.Detach__Args _args = new InternalUnsafeMethods.Detach__Args()
     {
         force = force.internalStructPtr,
     };
     InternalUnsafeMethods.Detach()(ObjectPtr, _args);
     force.Free();
 }