public virtual void Dispose() { Map?.Dispose(); Players?.Clear(); Enemies?.Clear(); Quests?.Clear(); Pets?.Clear(); Projectiles?.Clear(); StaticObjects?.Clear(); Timers?.Clear(); EnemiesCollision = null; PlayersCollision = null; }
private void InitMap() { int w = Map.Width, h = Map.Height; EnemiesCollision = new CollisionMap <Entity>(0, w, h); PlayersCollision = new CollisionMap <Entity>(1, w, h); Projectiles.Clear(); StaticObjects.Clear(); Enemies.Clear(); Players.Clear(); Quests.Clear(); Timers.Clear(); foreach (var i in Map.InstantiateEntities(Manager)) { EnterWorld(i); } }
protected void FromWorldMap(Stream dat) { log.InfoFormat("Loading map for world {0}({1})...", Id, Name); Map = new Wmap(Manager.GameData); entityInc = 0; entityInc += Map.Load(dat, 0); int w = Map.Width, h = Map.Height; EnemiesCollision = new CollisionMap <Entity>(0, w, h); PlayersCollision = new CollisionMap <Entity>(1, w, h); Projectiles.Clear(); StaticObjects.Clear(); Enemies.Clear(); Players.Clear(); foreach (Entity i in Map.InstantiateEntities(Manager)) { EnterWorld(i); } }
internal void ClearGame() { Projectiles.ForEach(p => p.WasCleared()); Projectiles.Clear(); Particles.ForEach(p => p.WasCleared()); Particles.Clear(); Collectables.ForEach(c => c.WasCleared()); Collectables.Clear(); Enemies.ForEach(e => e.WasCleared()); Enemies.Clear(); Map.ClearGame(); EnemyDirector.ClearGame(); MainPlayer.WasCleared(); MainPlayer = null; MainCamera = null; }