/// <summary> /// Call this function after the draw function, and after the spriteBatch.end call, to free /// the memory from the used resources that must be cleaned /// </summary> public void PostDraw() { CurrentScreen.PostDraw(); // Check for killed entities: for (int i = 0; i < Removed.Count; i++) { if (Removed[i].parent != null) { Removed[i].parent.removeChild(Removed[i]); } Removed[i].Free(false); } Removed.Clear(); }
/// <summary>Clears this instance.</summary> protected virtual void Clear() { Live = new Biomass(); Dead = new Biomass(); dryMatterSupply.Clear(); nitrogenSupply.Clear(); dryMatterDemand.Clear(); nitrogenDemand.Clear(); potentialDMAllocation = 0.0; potentialStructuralDMAllocation = 0.0; potentialMetabolicDMAllocation = 0.0; dryMatterDemand.Clear(); Allocated.Clear(); Senesced.Clear(); Detached.Clear(); Removed.Clear(); }
/// <summary>Clears this instance.</summary> private void Clear() { Live = new Biomass(); Dead = new Biomass(); DMSupply.Clear(); NSupply.Clear(); DMDemand.Clear(); NDemand.Clear(); potentialDMAllocation.Clear(); Allocated.Clear(); Senesced.Clear(); Detached.Clear(); Removed.Clear(); Height = 0; LAI = 0; LeafInitialised = false; }
/// <summary>Clears this instance.</summary> protected virtual void Clear() { Live.Clear(); Dead.Clear(); DMRetranslocationSupply = 0.0; DMReallocationSupply = 0.0; NRetranslocationSupply = 0.0; NReallocationSupply = 0.0; PotentialDMAllocation = 0.0; PotentialStructuralDMAllocation = 0.0; PotentialMetabolicDMAllocation = 0.0; StructuralDMDemand = 0.0; StorageDMDemand = 0.0; Allocated.Clear(); Senesced.Clear(); Detached.Clear(); Removed.Clear(); }
public void Reset() { Name = ""; Class = ""; Id = -1; GoingFirst = false; Fatigue = 0; DrawnCardsMatchDeck = true; Hand.Clear(); Board.Clear(); Deck.Clear(); Graveyard.Clear(); Secrets.Clear(); DrawnCardIds.Clear(); DrawnCardIdsTotal.Clear(); RevealedCards.Clear(); CreatedInHandCardIds.Clear(); Removed.Clear(); for (var i = 0; i < DeckSize; i++) { Deck.Add(new CardEntity(null)); } }