/// <summary> /// This method disposes of all noes and entities in the scene /// </summary> protected override void DestroyScene() { cameraNode.DetachAllObjects(); cameraNode.Dispose(); player.Model.Dispose(); if (robot != null) { robot.Model.Dispose(); } //cube.Dispose(); gameHMD.Dispose(); int a; for (a = 0; a < cubeNum; a++) { obstacle_cube[a].Dispose(); } foreach (GemAmmo gemAmmo in gems_ammo) { gemAmmo.Dispose(); } foreach (GemHealth gemHealth in gems_health) { gemHealth.Dispose(); } physics.Dispose(); base.DestroyScene(); }
/// <summary> /// This method destroys the scene & components within it /// </summary> protected override void DestroyScene() { base.DestroyScene(); gameHMD.Dispose(); cameraNode.DetachAllObjects(); cameraNode.Dispose(); environment.Dispose(); physics.Dispose(); }
/// <summary> /// This method destrois the scene /// </summary> protected override void DestroyScene() { base.DestroyScene(); gameHMD.Dispose(); player.Model.Dispose(); environment.Dispose(); foreach (Gem g in gemList) { g.Dispose(); } foreach (PowerUp p in powerUpList) { p.Dispose(); } }
/// <summary> /// This method destorys the scene /// </summary> protected override void DestroyScene() { base.DestroyScene(); cameraNode.DetachAllObjects(); cameraNode.Dispose(); if (player != null) { player.Model.DisposeModel(); } foreach (Enemies e in robots) { e.Model.Dispose(); } foreach (Gem g in Gems) { g.Dispose(); } foreach (CollectableGun cg in collGuns) { cg.Dispose(); } foreach (Projectile p in projList) { p.Dispose(); } foreach (PowerUp pu in PowerUps) { pu.Dispose(); } //collGun.Dispose(); //slowGun.Dispose(); environment.Dispose(); gameHMD.Dispose(); physics.Dispose(); }