public override void Unload() { IL.Celeste.Level.Render -= modLevelRender; On.Celeste.GameplayBuffers.Create -= onGameplayBuffersCreate; On.Celeste.GameplayBuffers.Unload -= onGameplayBuffersUnload; // dispose the blur temp buffer, or it will just be laying around for no reason. tempBuffer?.Dispose(); tempBuffer = null; }
public override void Unload() { IL.Celeste.Level.Render -= modLevelRender; On.Celeste.Level.BeforeRender -= onLevelBeforeRender; On.Celeste.GameplayBuffers.Create -= onGameplayBuffersCreate; On.Celeste.GameplayBuffers.Unload -= onGameplayBuffersUnload; // dispose the black mask, or it will just be laying around for no reason. blackMask?.Dispose(); blackMask = null; }
public override void Removed(Scene scene) { logBuffer?.Dispose(); logBuffer = null; base.Removed(scene); }
private void onGameplayBuffersUnload(On.Celeste.GameplayBuffers.orig_Unload orig) { orig(); // dispose the black mask as well. foregroundEffectBuffer?.Dispose(); foregroundEffectBuffer = null; }
private void Dispose() { if (renderTarget != null) { renderTarget.Dispose(); } renderTarget = null; }
public void Dispose() { if (!allocated) { return; } allocated = false; HudTarget.Dispose(); HudTarget = null; }
public void Dispose() { if (starsTarget != null && !starsTarget.IsDisposed) { starsTarget.Dispose(); } if (beamsTarget != null && !beamsTarget.IsDisposed) { beamsTarget.Dispose(); } starsTarget = null; beamsTarget = null; }
public override void End() { buffer.Dispose(); Audio.BusStopAll(Buses.GAMEPLAY); Audio.Stop(bgSfx); if (snapshot != null) { Audio.EndSnapshot(snapshot); } snapshot = null; Stats.Store(); base.End(); }