public override void Dispose() { if (EngineConfig.DisplayingMinimap && minimapItem != null) { minimapItem.Dispose(); minimapItem = null; } if (innerNode != null) { innerNode.DetachAllObjects(); innerNode.Dispose(); innerNode = null; } if (ammunitionModel != null) { ammunitionModel.Dispose(); ammunitionModel = null; } missileAnimation = null; if (ammunitionNode != null) { ammunitionNode.DetachAllObjects(); ammunitionNode.Dispose(); ammunitionNode = null; } }
private void DestroyGeometry() { if (collisionBody != null) { collisionBody.Dispose(); collisionBody = null; } if (sceneNode != null) { sceneNode.Dispose(); sceneNode = null; } if (meshObject != null) { meshObject.Dispose(); meshObject = null; } if (mesh != null) { mesh.Dispose(); mesh = null; } }
/// <summary> /// This method detaches and dispode of all the elements of the compound model /// </summary> public void Dispose() { if (sphere != null) // Start removing from the leaves of the sub-graph { if (sphere.Parent != null) { sphere.Parent.RemoveChild(sphere); } sphere.DetachAllObjects(); sphere.Dispose(); sphereEntity.Dispose(); } if (mainHull != null) { if (mainHull.Parent != null) { mainHull.Parent.RemoveChild(mainHull); } mainHull.DetachAllObjects(); mainHull.Dispose(); hullEntity.Dispose(); } if (model != null) // Stop removing with the sub-graph root { if (model.Parent != null) { model.Parent.RemoveChild(model); } model.Dispose(); } }
public void Dispose() { gemNode.Parent.RemoveChild(gemNode); gemNode.DetachAllObjects(); gemNode.Dispose(); gemEntity.Dispose(); }
public void Dispose() { wallNode1.DetachAllObjects(); wallNode1.Parent.RemoveChild(wallNode1); wallNode1.Dispose(); wallNode2.DetachAllObjects(); wallNode2.Parent.RemoveChild(wallNode2); wallNode2.Dispose(); //wallNode3.DetachAllObjects(); //wallNode3.Parent.RemoveChild(wallNode3); //wallNode3.Dispose(); //wallNode4.DetachAllObjects(); //wallNode4.Parent.RemoveChild(wallNode4); //wallNode4.Dispose(); wallMainNode.DetachAllObjects(); wallMainNode.Parent.RemoveChild(wallMainNode); wallMainNode.Dispose(); wallEntity1.Dispose(); wallEntity2.Dispose(); //wallEntity3.Dispose(); //wallEntity4.Dispose(); }
protected override void DestroyScene() { base.DestroyScene(); player.Model.GameNode.Dispose(); robot.Dispose(); cameraNode.DetachAllObjects(); cameraNode.Dispose(); foreach (Bomb bomb in testGun.bombs) { bomb.Dispose(); } foreach (BlueGem blueGem in blueGems) { blueGem.Dispose(); } foreach (RedGem redGem in redGems) { redGem.Dispose(); } foreach (ShieldPU shield in shieldPU) { shield.Dispose(); } hudElement.Dispose(); physics.Dispose(); environment.Dispose(); }
/// <summary> /// This method is detaches from the scene graph and derstroies the game node and the game entity /// </summary> public virtual void Dispose() { //Console.WriteLine("Delete Object"); if (physObj != null) { Physics.RemovePhysObj(physObj); physObj = null; //Console.WriteLine("Delete Physics"); } if (gameNode != null) { if (gameNode.Parent != null) { gameNode.DetachAllObjects(); gameNode.RemoveAndDestroyAllChildren(); gameNode.Parent.RemoveChild(gameNode.Name); } gameNode.Dispose(); } if (gameEntity != null) { gameEntity.Dispose(); } }
public void Dispose() { cubeNode.Parent.RemoveChild(cubeNode); cubeNode.DetachAllObjects(); cubeNode.Dispose(); cubeEntity.Dispose(); }
/// <summary> /// This method disposes of the Cube /// </summary> public void Dispose() { groundNode.DetachAllObjects(); groundNode.Parent.RemoveChild(groundNode); groundNode.Dispose(); groundEntity.Dispose(); }
/// <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(); }
protected override void OnUnload() { _cameraObject = null; // Detach and dispose the grouping scene node with all children. _groupNode.Parent.Children.Remove(_ambientLightNode); _groupNode.Dispose(false); // Dispose cloud textures. if (_enableCloudLayer) { _cloudMap0.Dispose(); _cloudMap1.Dispose(); } // Set all references to null. _groupNode = null; _milkyWayNode = null; _starfieldNode = null; _sunNode = null; _moonNode = null; _scatteringSkyNode = null; _ambientLightNode = null; _sunlightNode = null; _moonlightNode = null; _cloudLayerNode0 = null; _cloudLayerNode1 = null; _cloudMap0 = null; _cloudMap1 = null; }
/// <summary> /// This method detaches and dispode of all the elements of the compound model /// </summary> public void Dispose() { if (wheelsGroupNode != null) // Start removing from the leaves of the sub-graph { if (wheelsGroupNode.Parent != null) { wheelsGroupNode.Parent.RemoveChild(wheelsGroupNode); } wheelsGroupNode.DetachAllObjects(); wheelsGroupNode.Dispose(); sphere.Dispose(); } if (hullGroupNode != null) { if (hullGroupNode.Parent != null) { hullGroupNode.Parent.RemoveChild(hullGroupNode); } hullGroupNode.DetachAllObjects(); hullGroupNode.Dispose(); hull.Dispose(); } if (model != null) // Stop removing with the sub-graph root { if (model.Parent != null) { model.Parent.RemoveChild(model); } model.Dispose(); } }
/// <summary> /// Dispose method to remove the borderNode. /// </summary> public void Dispose() { borderNode.DetachAllObjects(); borderNode.Parent.RemoveChild(borderNode); borderNode.Dispose(); borderEntity.Dispose(); }
public void ClearGUI() { closing = true; if (hudOverlay != null) { hudOverlay.Hide(); hudOverlay.Dispose(); } if (!EngineConfig.DisplayMinimap) { return; } try { ammoContainer.Hide(); livesContainer.Hide(); scoreContainer.Hide(); hiscoreContainer.Hide(); infoContainer.Hide(); OverlayManager.Singleton.DestroyOverlayElement(ammoElement); OverlayManager.Singleton.DestroyOverlayElement(livesElement); OverlayManager.Singleton.DestroyOverlayElement(scoreElement); OverlayManager.Singleton.DestroyOverlayElement(hiscoreElement); OverlayManager.Singleton.DestroyOverlayElement(infoElement); ammoContainer.Dispose(); livesContainer.Dispose(); hiscoreContainer.Dispose(); scoreContainer.Dispose(); infoContainer.Dispose(); // sceneMgr.DestroyAllEntities(); hudNode.Dispose(); hudNode = null; fuelArrowNode.Dispose(); fuelArrowNode = null; oilArrowNode.Dispose(); oilArrowNode = null; /* * ammoElement.Hide(); * ammoElement.Dispose(); * livesElement.Hide(); * livesElement.Dispose(); * scoreElement.Hide(); * scoreElement.Dispose(); * hiscoreElement.Hide(); * hiscoreElement.Dispose();*/ } catch (Exception ex) { LogManager.Singleton.LogMessage(LogMessageLevel.LML_CRITICAL, "Exception while cleaning up indicator control (" + ex.Message + ") " + ex.StackTrace); } }
/// <summary> // Disposes of the physObj and gamenode /// </summary> public override void Dispose() { base.Dispose(); Physics.RemovePhysObj(PhysObj); physObj = null; gemNode.DetachAllObjects(); gemNode.Dispose(); }
/// <summary> /// This method detaches the robot node from the scene graph and destroies it and the robot enetity /// </summary> public void Dispose() { robotNode.RemoveAllChildren(); robotNode.Parent.RemoveChild(robotNode); robotNode.DetachAllObjects(); robotNode.Dispose(); robotEntity.Dispose(); }
private static void Dispose(SceneNode sceneNode) { if (sceneNode != null) { sceneNode.Parent?.Children.Remove(sceneNode); sceneNode.Dispose(false); } }
public override void Dispose() { Physics.RemovePhysObj(physObj); physObj = null; //gameNode.Parent.RemoveChild(gameNode); gameNode.DetachAllObjects(); gameNode.Dispose(); gameEntity.Dispose(); }
public void Dispose() { entity.Dispose(); entity = null; sizeEnity.Dispose(); sizeEnity = null; minimapNode.Dispose(); minimapNode = null; }
public override void Dispose() { body.Dispose(); body = null; mesh.Dispose(); mesh = null; node.Dispose(); node = null; }
/// <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 detaches the robot node from the scene graph and destroies it and the robot enetity /// </summary> public override void Dispose() { Physics.RemovePhysObj(physObj); physObj = null; robotNode.Parent.RemoveChild(robotNode); robotNode.DetachAllObjects(); robotNode.Dispose(); robotEntity.Dispose(); }
void DestroyBackgroundImageMeshObject() { if (backgroundImageMeshObject != null) { backgroundImageMeshObject.Dispose(); backgroundImageMeshObject = null; backgroundImageSceneNode.Dispose(); backgroundImageSceneNode = null; } }
/// <summary> /// This method dispose of the bomb, destroying the physics object, and removing the bomb and its mesh from the scenegraph /// </summary> public void Dispose() { Physics.RemovePhysObj(physObj); physObj = null; bombNode.Parent.RemoveChild(bombNode); bombNode.DetachAllObjects(); bombNode.Dispose(); bombEntity.Dispose(); }
/// <summary> /// This method remove from the 3D overlay and destries the passed scene node /// </summary> /// <param name="life"></param> private void RemoveAndDestroyLife(SceneNode life) { overlay3D.Remove3D(life); lives.Remove(life); MovableObject heart = life.GetAttachedObject(0); life.DetachAllObjects(); life.Dispose(); heart.Dispose(); }
public virtual void Dispose() { if (node != null) { node.ParentSceneNode.RemoveChild(node); node.RemoveAndDestroyAllChildren(); ClearEntities(); node.Dispose(); node = null; } }
/// <summary> /// This method detaches the robot node from the scene graph and destroies it and the robot enetity /// </summary> public void Dispose() { robotNode.RemoveAllChildren(); robotNode.Parent.RemoveChild(robotNode); robotNode.DetachAllObjects(); robotNode.Dispose(); robotEntity.Dispose(); Physics.RemovePhysObj(physObj); physObj = null; }
void DestroyMeshObject() { if (meshObject != null) { sceneNode.Detach(meshObject); sceneNode.Dispose(); sceneNode = null; meshObject.Dispose(); meshObject = null; } }
public override void Dispose() { Physics.RemovePhysObj(physObj); physObj = null; if (projectileNode.Parent != null) { projectileNode.Parent.RemoveChild(projectileNode); } projectileNode.DetachAllObjects(); projectileNode.Dispose(); projectileEntity.Dispose(); }
public override void Dispose() { Physics.RemovePhysObj(physObj); physObj = null; if (gemNode.Parent != null) { gemNode.Parent.RemoveChild(gemNode); } gemNode.DetachAllObjects(); gemNode.Dispose(); gemEntity.Dispose(); } /////////