Esempio n. 1
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 public CarnivalShoot2BonusRoom()
 {
     m_targetList     = new List <BreakableObj>();
     m_elf            = new NpcObj("Clown_Character");
     m_elf.Scale      = new Vector2(2f, 2f);
     m_targetText     = new List <TextObj>();
     m_targetDataText = new List <TextObj>();
     m_balloonList    = new List <ObjContainer>();
 }
Esempio n. 2
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 public CarnivalShoot2BonusRoom()
 {
     this.m_targetList = new List<BreakableObj>();
     this.m_elf = new NpcObj("Clown_Character");
     this.m_elf.Scale = new Vector2(2f, 2f);
     this.m_targetText = new List<TextObj>();
     this.m_targetDataText = new List<TextObj>();
     this.m_balloonList = new List<ObjContainer>();
 }
Esempio n. 3
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 public ChestBonusRoomObj()
 {
     m_chestList             = new List <ChestObj>();
     m_elf                   = new NpcObj("Elf_Character");
     m_elf.Scale             = new Vector2(2f, 2f);
     m_gate                  = new PhysicsObj("CastleEntranceGate_Sprite");
     m_gate.IsWeighted       = false;
     m_gate.IsCollidable     = true;
     m_gate.CollisionTypeTag = 1;
     m_gate.Layer            = -1f;
 }
Esempio n. 4
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 public override void Dispose()
 {
     if (!IsDisposed)
     {
         m_elf  = null;
         m_gate = null;
         m_chestList.Clear();
         m_chestList = null;
         base.Dispose();
     }
 }
Esempio n. 5
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 public override void Dispose()
 {
     if (!base.IsDisposed)
     {
         this.m_elf = null;
         this.m_gate = null;
         this.m_chestList.Clear();
         this.m_chestList = null;
         base.Dispose();
     }
 }
Esempio n. 6
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 public ChestBonusRoomObj()
 {
     this.m_chestList = new List<ChestObj>();
     this.m_elf = new NpcObj("Elf_Character");
     this.m_elf.Scale = new Vector2(2f, 2f);
     this.m_gate = new PhysicsObj("CastleEntranceGate_Sprite", null);
     this.m_gate.IsWeighted = false;
     this.m_gate.IsCollidable = true;
     this.m_gate.CollisionTypeTag = 1;
     this.m_gate.Layer = -1f;
 }
Esempio n. 7
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 public override void Dispose()
 {
     if (!IsDisposed)
     {
         m_targetList.Clear();
         m_targetList    = null;
         m_line          = null;
         m_currentTarget = null;
         m_elf           = null;
         m_daggerIcons   = null;
         m_targetIcons   = null;
         m_balloonList.Clear();
         m_balloonList = null;
         m_rewardChest = null;
         base.Dispose();
     }
 }
Esempio n. 8
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 public override void Dispose()
 {
     if (!IsDisposed)
     {
         m_targetList.Clear();
         m_targetList = null;
         m_elf        = null;
         m_axeIcons   = null;
         m_gate       = null;
         for (var i = 0; i < m_targetText.Count; i++)
         {
             m_targetText[i].Dispose();
             m_targetDataText[i].Dispose();
         }
         m_targetText.Clear();
         m_targetText = null;
         m_targetDataText.Clear();
         m_targetDataText = null;
         m_balloonList.Clear();
         m_balloonList = null;
         m_rewardChest = null;
         base.Dispose();
     }
 }
Esempio n. 9
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 public CarnivalShoot1BonusRoom()
 {
     m_elf         = new NpcObj("Clown_Character");
     m_elf.Scale   = new Vector2(2f, 2f);
     m_balloonList = new List <ObjContainer>();
 }
Esempio n. 10
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 public CarnivalShoot1BonusRoom()
 {
     this.m_elf = new NpcObj("Clown_Character");
     this.m_elf.Scale = new Vector2(2f, 2f);
     this.m_balloonList = new List<ObjContainer>();
 }
Esempio n. 11
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 public override void Dispose()
 {
     if (!base.IsDisposed)
     {
         this.m_targetList.Clear();
         this.m_targetList = null;
         this.m_line = null;
         this.m_currentTarget = null;
         this.m_elf = null;
         this.m_daggerIcons = null;
         this.m_targetIcons = null;
         this.m_balloonList.Clear();
         this.m_balloonList = null;
         this.m_rewardChest = null;
         base.Dispose();
     }
 }
Esempio n. 12
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 public override void Dispose()
 {
     if (!base.IsDisposed)
     {
         this.m_targetList.Clear();
         this.m_targetList = null;
         this.m_elf = null;
         this.m_axeIcons = null;
         this.m_gate = null;
         for (int i = 0; i < this.m_targetText.Count; i++)
         {
             this.m_targetText[i].Dispose();
             this.m_targetDataText[i].Dispose();
         }
         this.m_targetText.Clear();
         this.m_targetText = null;
         this.m_targetDataText.Clear();
         this.m_targetDataText = null;
         this.m_balloonList.Clear();
         this.m_balloonList = null;
         this.m_rewardChest = null;
         base.Dispose();
     }
 }