public override void Dispose() { if (!base.IsDisposed) { this.m_projectileManager = null; this.m_data = null; base.Dispose(); } }
public override void Dispose() { if (!base.IsDisposed) { Console.WriteLine("Disposing Procedural Level Screen"); Tween.StopAll(false); this.m_currentRoom = null; this.DisposeRTs(); foreach (RoomObj current in this.m_roomList) { current.Dispose(); } this.m_roomList.Clear(); this.m_roomList = null; this.m_enemyStartPositions.Clear(); this.m_enemyStartPositions = null; this.m_tempEnemyStartPositions.Clear(); this.m_tempEnemyStartPositions = null; this.m_textManager.Dispose(); this.m_textManager = null; this.m_physicsManager = null; this.m_projectileManager.Dispose(); this.m_projectileManager = null; this.m_itemDropManager.Dispose(); this.m_itemDropManager = null; this.m_currentRoom = null; this.m_miniMapDisplay.Dispose(); this.m_miniMapDisplay = null; this.m_mapBG.Dispose(); this.m_mapBG = null; this.m_inputMap.Dispose(); this.m_inputMap = null; this.m_lastEnemyHit = null; this.m_playerHUD.Dispose(); this.m_playerHUD = null; this.m_player = null; this.m_enemyHUD.Dispose(); this.m_enemyHUD = null; this.m_impactEffectPool.Dispose(); this.m_impactEffectPool = null; this.m_blackBorder1.Dispose(); this.m_blackBorder1 = null; this.m_blackBorder2.Dispose(); this.m_blackBorder2 = null; this.m_chestList.Clear(); this.m_chestList = null; this.m_projectileIconPool.Dispose(); this.m_projectileIconPool = null; this.m_objKilledPlayer = null; this.m_dungeonLight.Dispose(); this.m_dungeonLight = null; this.m_traitAura.Dispose(); this.m_traitAura = null; this.m_killedEnemyObjList.Clear(); this.m_killedEnemyObjList = null; this.m_roomEnteringTitle.Dispose(); this.m_roomEnteringTitle = null; this.m_roomTitle.Dispose(); this.m_roomTitle = null; this.m_creditsText.Dispose(); this.m_creditsText = null; this.m_creditsTitleText.Dispose(); this.m_creditsTitleText = null; Array.Clear(this.m_creditsTextTitleList, 0, this.m_creditsTextTitleList.Length); Array.Clear(this.m_creditsTextList, 0, this.m_creditsTextList.Length); this.m_creditsTextTitleList = null; this.m_creditsTextList = null; this.m_filmGrain.Dispose(); this.m_filmGrain = null; this.m_objectivePlate.Dispose(); this.m_objectivePlate = null; this.m_objectivePlateTween = null; this.m_sky.Dispose(); this.m_sky = null; this.m_whiteBG.Dispose(); this.m_whiteBG = null; this.m_compassBG.Dispose(); this.m_compassBG = null; this.m_compass.Dispose(); this.m_compass = null; if (this.m_compassDoor != null) { this.m_compassDoor.Dispose(); } this.m_compassDoor = null; this.m_castleBorderTexture.Dispose(); this.m_gardenBorderTexture.Dispose(); this.m_towerBorderTexture.Dispose(); this.m_dungeonBorderTexture.Dispose(); this.m_neoBorderTexture.Dispose(); this.m_castleBorderTexture = null; this.m_gardenBorderTexture = null; this.m_towerBorderTexture = null; this.m_dungeonBorderTexture = null; this.DebugTextObj.Dispose(); this.DebugTextObj = null; base.Dispose(); } }
public ProceduralLevelScreen() { this.DisableRoomTransitioning = false; this.m_roomList = new List<RoomObj>(); this.m_textManager = new TextManager(700); this.m_projectileManager = new ProjectileManager(this, 700); this.m_enemyStartPositions = new List<Vector2>(); this.m_tempEnemyStartPositions = new List<Vector2>(); this.m_impactEffectPool = new ImpactEffectPool(2000); this.CameraLockedToPlayer = true; this.m_roomTitle = new TextObj(null); this.m_roomTitle.Font = Game.JunicodeLargeFont; this.m_roomTitle.Align = Types.TextAlign.Right; this.m_roomTitle.Opacity = 0f; this.m_roomTitle.FontSize = 40f; this.m_roomTitle.Position = new Vector2(1270f, 570f); this.m_roomTitle.OutlineWidth = 2; this.m_roomEnteringTitle = (this.m_roomTitle.Clone() as TextObj); this.m_roomEnteringTitle.Text = "Now Entering"; this.m_roomEnteringTitle.FontSize = 24f; this.m_roomEnteringTitle.Y -= 50f; this.m_inputMap = new InputMap(PlayerIndex.One, false); this.m_inputMap.AddInput(0, Keys.Y); this.m_inputMap.AddInput(1, Keys.U); this.m_inputMap.AddInput(2, Keys.LeftControl); this.m_inputMap.AddInput(3, Keys.Left); this.m_inputMap.AddInput(4, Keys.Right); this.m_inputMap.AddInput(5, Keys.Up); this.m_inputMap.AddInput(6, Keys.Down); this.m_inputMap.AddInput(7, Keys.OemTilde); this.m_chestList = new List<ChestObj>(); this.m_miniMapDisplay = new MapObj(true, this); this.m_killedEnemyObjList = new List<EnemyObj>(); }
public FireProjectileLogicAction(ProjectileManager projectileManager, ProjectileData data) { this.m_projectileManager = projectileManager; this.m_data = data.Clone(); }