protected override void Dispose(bool disposing) { if (disposing) { GameObjectService.Objects.Remove(_grabObject); ParticleSystemService.ParticleSystems.Remove(_particleSystem0); ParticleSystemService.ParticleSystems.Remove(_particleSystem1); GraphicsScreen.Scene.Children.Remove(_particleSystemNode0); GraphicsScreen.Scene.Children.Remove(_particleSystemNode1); _particleSystemNode0.Dispose(false); _particleSystemNode1.Dispose(false); GraphicsScreen.Scene.Children.Remove(_meshNode0); GraphicsScreen.Scene.Children.Remove(_meshNode1); _meshNode0.Dispose(false); _meshNode1.Dispose(false); // Remove all rigid bodies and force effects. Simulation.RigidBodies.Remove(_rigidBody0); Simulation.RigidBodies.Remove(_rigidBody1); } base.Dispose(disposing); }
// OnUnload() is called when the GameObject is removed from the IGameObjectService. protected override void OnUnload() { _meshNode.Parent.Children.Remove(_meshNode); _meshNode.Dispose(false); _meshNode = null; _rigidBody.Simulation.RigidBodies.Remove(_rigidBody); _rigidBody = null; }
protected override void Dispose(bool disposing) { if (disposing) { // Clean up. GraphicsScreen.Scene.Children.Remove(_meshNode); _meshNode.Dispose(false); } base.Dispose(disposing); }
protected override void Dispose(bool disposing) { if (disposing) { // Clean up. GraphicsScreen.Scene.Children.Remove(_meshNode); _meshNode.Dispose(false); _walkAnimationController.Stop(); } base.Dispose(disposing); }
private void frmMain_FormClosed(object sender, FormClosedEventArgs e) { try { SaveProfile(); } catch { } _networkStatusCheckTimer.Dispose(); _node.Dispose(); _profileManager.UnloadProfileMainForm(this); StopDebugging(); }
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); }
protected override void Dispose(bool disposing) { if (disposing) { // Clean up. GameObjectService.Objects.Remove(_sandboxObject); GraphicsScreen.Scene.Children.Remove(_meshNode); _meshNode.Dispose(false); _ragdoll.RemoveFromSimulation(); // Note: The physics simulation is automatically reset in the base class. Game.Components.Remove(_kinectWrapper); } base.Dispose(disposing); }
protected override void Dispose(bool disposing) { if (disposing) { // Clean up. GameObjectService.Objects.Remove(_sandboxObject); GraphicsScreen.Scene.Children.Remove(_meshNodeA); _meshNodeA.Dispose(false); GraphicsScreen.Scene.Children.Remove(_meshNodeB); _meshNodeB.Dispose(false); Game.Components.Remove(_kinectWrapper); } base.Dispose(disposing); }