コード例 #1
0
        // OnUnload() is called when the GameObject is removed from the IGameObjectService.
        protected override void OnUnload()
        {
            // Remove models from scene.
            foreach (var model in _models)
            {
                model.Parent.Children.Remove(_modelPrototype);
                model.Dispose(false);
            }

            // Remove rigid bodies from physics simulation.
            foreach (var body in _bodies)
            {
                body.Simulation.RigidBodies.Remove(body);
            }

            _models.Clear();
            _bodies.Clear();

            // Remove prototype.
            _modelPrototype.Dispose(false);
            _modelPrototype = null;
            _bodyPrototype  = null;

            // Stop animation.
            var animationService = _services.GetInstance <IAnimationService>();

            animationService.StopAnimation(_glowIntensity);
            _glowIntensity = null;
        }
コード例 #2
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ファイル: DudeObject.cs プロジェクト: terrynoya/DigitalRune
        // OnUnload() is called when the GameObject is removed from the IGameObjectService.
        protected override void OnUnload()
        {
            AnimationController.Stop();
            AnimationController.Recycle();

            _modelNode.Parent.Children.Remove(_modelNode);
            _modelNode.Dispose(false);
            _modelNode = null;
        }
コード例 #3
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        protected override void Dispose(bool disposing)
        {
            if (disposing)
            {
                GraphicsScreen.Scene.Children.Remove(_modelNode);
                _modelNode.Dispose(false);
            }

            base.Dispose(disposing);
        }
コード例 #4
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        protected override void Dispose(bool disposing)
        {
            if (disposing)
            {
                _modelNode.Dispose(false);
                _debugRenderer.Dispose();
            }

            base.Dispose(disposing);
        }
コード例 #5
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        // OnUnload() is called when the GameObject is removed from the IGameObjectService.
        protected override void OnUnload()
        {
            // Remove model and rigid body.
            _modelNode.Parent.Children.Remove(_modelNode);
            _modelNode.Dispose(false);
            _modelNode = null;

            _rigidBody.Simulation.RigidBodies.Remove(_rigidBody);
            _rigidBody = null;
        }
コード例 #6
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        protected override void Dispose(bool disposing)
        {
            if (disposing)
            {
                _saucerModelNode.Dispose(false);

                // Detach shape from rigid body to avoid any "memory leaks".
                _saucerBody.Shape = Shape.Empty;
            }

            base.Dispose(disposing);
        }
コード例 #7
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        protected override void Dispose(bool disposing)
        {
            if (disposing)
            {
                // Abort decomposition.
                _convexDecomposition.CancelAsync();

                _modelNode.Dispose(false);
            }

            base.Dispose(disposing);
        }
コード例 #8
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        protected override void Dispose(bool disposing)
        {
            if (disposing)
            {
                // IMPORTANT: Always dispose scene nodes if they are no longer needed!
                _model.Dispose(false); // Note: This statement disposes only our local clone.
                                       // The original instance is still available in the
                                       // ContentManager.
            }

            base.Dispose(disposing);
        }
コード例 #9
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        protected override void Dispose(bool disposing)
        {
            if (disposing)
            {
                GraphicsScreen.Scene.Children.Remove(_grid);
                _grid.Dispose(false);

                GraphicsScreen.Scene.Children.Remove(_tank);
                _tank.Dispose(false);
            }

            base.Dispose(disposing);
        }
コード例 #10
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        // OnUnload() is called when the GameObject is removed from the IGameObjectService.
        protected override void OnUnload()
        {
            // Remove model from scene graph.
            _modelNode.Parent.Children.Remove(_modelNode);
            _modelNode.Dispose(false);
            _modelNode = null;

            if (_rigidBody != null)
            {
                _rigidBody.Simulation.RigidBodies.Remove(_rigidBody);
                _rigidBody = null;
            }
        }
コード例 #11
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        protected override void OnUnload()
        {
            // Remove the collision object from the collision domain.
            var collisionDomain = _collisionObject.Domain;

            collisionDomain.CollisionObjects.Remove(_collisionObject);

            // Detach objects to avoid any "memory leaks".
            _collisionObject.GeometricObject = null;
            _geometricObject.Shape           = Shape.Empty;

            // Remove the model from the scene.
            _modelNode.Parent.Children.Remove(_modelNode);
            _modelNode.Dispose(false);
        }
コード例 #12
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        protected override void Dispose(bool disposing)
        {
            if (disposing)
            {
                _animationController.Stop();
                _animationController.Recycle();

                GraphicsScreen.Scene.Children.Remove(_dudeModel);
                _dudeModel.Dispose(false);

                GraphicsScreen.Scene.Children.Remove(_sky);
                _sky.Dispose(false);
            }

            base.Dispose(disposing);
        }
コード例 #13
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        protected override void Dispose(bool disposing)
        {
            if (disposing)
            {
                // Remove game objects.
                GameObjectService.Objects.Remove(_cameraObject);

                // Remove graphics screen.
                GraphicsService.Screens.Remove(_delegateGraphicsScreen);

                // Dispose the other objects.
                _modelNode.Dispose(false);
                _debugRenderer.Dispose();
            }

            base.Dispose(disposing);
        }
コード例 #14
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        protected override void Dispose(bool disposing)
        {
            if (disposing)
            {
                GameObjectService.Objects.Remove(_cameraObject);
                GraphicsService.Screens.Remove(_delegateGraphicsScreen);

                // IMPORTANT: Always dispose scene nodes if they are no longer needed!
                _model.Dispose(false); // Note: This statement disposes only our local clone.
                                       // The original instance is still available in the
                                       // ContentManager.

                _meshRenderer.Dispose();
                _debugRenderer.Dispose();
            }

            base.Dispose(disposing);
        }
コード例 #15
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ファイル: RibbonSample.cs プロジェクト: Inifield/zoso-server
        protected override void Dispose(bool disposing)
        {
            if (disposing)
            {
                // Clean up.
                GameObjectService.Objects.Remove(_grabObject);

                ParticleSystemService.ParticleSystems.Remove(_particleSystem);

                GraphicsScreen.Scene.Children.Remove(_particleSystemNode);
                _particleSystemNode.Dispose(false);

                GraphicsScreen.Scene.Children.Remove(_modelNode);
                _modelNode.Dispose(false);

                Simulation.RigidBodies.Remove(_rigidBody);
            }

            base.Dispose(disposing);
        }
コード例 #16
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        protected override void Dispose(bool disposing)
        {
            if (disposing)
            {
                // IMPORTANT: Always dispose scene nodes if they are no longer needed!
                _model.Dispose(false); // Note: This statement disposes only our local clone.
                                       // The original instance is still available in the
                                       // ContentManager.

                _meshRenderer.Dispose();
                _debugRenderer.Dispose();

                // Unload content.
                // (We have changed the properties of some loaded materials. Other samples
                // should use the default values. When we unload them now, the next sample
                // will reload them with default values.)
                ContentManager.Unload();
            }

            base.Dispose(disposing);
        }
コード例 #17
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        // OnUnload() is called when the GameObject is removed from the IGameObjectService.
        protected override void OnUnload()
        {
            // Remove the model from the scene.
            _modelNode.Parent.Children.Remove(_modelNode);
            _modelNode.Dispose(false);
            _modelNode = null;

            // Remove rigid bodies from simulation.
            var simulation = _floorRigidBody.Simulation;

            simulation.RigidBodies.Remove(_floorRigidBody);
            simulation.RigidBodies.Remove(_leftWallRigidBody);
            simulation.RigidBodies.Remove(_rightWallRigidBody);
            simulation.RigidBodies.Remove(_backWallRigidBody);
            simulation.RigidBodies.Remove(_frontWallRigidBody);
            _floorRigidBody     = null;
            _leftWallRigidBody  = null;
            _rightWallRigidBody = null;
            _backWallRigidBody  = null;
            _frontWallRigidBody = null;
        }