public void Dispose() { escenas.ForEach(s => s.Dispose()); musicas.ForEach(s => s.Dispose()); time.Dispose(); opciones.Dispose(); }
public override void Dispose() { Scene.GetInstance().Dispose(); this.auto.Dispose(); velocimeter.Dispose(); arrowVelocimeter.Dispose(); }
public void Dispose() { seleccion1.Dispose(); seleccion2.Dispose(); seleccion3.Dispose(); play.Dispose(); }
public override void Dispose() { productSlot.Dispose(); slotBackground.Dispose(); productSprite.Dispose(); title.Dispose(); description.Dispose(); }
public override void Dispose() { slotBackground.Dispose(); itemSprite.Dispose(); itemName.Dispose(); itemDescription.Dispose(); itemAmount.Dispose(); }
public override void Dispose() { background.Dispose(); titleText.Dispose(); wasdSprite.Dispose(); escISprite.Dispose(); mouseSprite.Dispose(); }
public override void Dispose() { this.planes.ForEach(x => x.Dispose()); //selectedCar.Dispose(); choose.Dispose(); rightArrow.Dispose(); leftArrow.Dispose(); }
public void Dispose() { background.Dispose(); start.Dispose(); play.Dispose(); controls.Dispose(); exit.Dispose(); }
public void Dispose() { background.DisposeAll(); vehiculos.ForEach(v => v.SampleMesh.Dispose()); flechaArriba.Dispose(); flechaIzq.Dispose(); flechaDer.Dispose(); select.Dispose(); vehicleName.Dispose(); }
public override void Dispose() { background.Dispose(); pauseText.Dispose(); }
public override void Dispose() { pressStart.Dispose(); title.Dispose(); Scene.GetInstance().Dispose(); }
public override void Dispose() { sprite.Dispose(); animatedSprite.Dispose(); box.Dispose(); }
/// <summary> /// Método que se llama cuando termina la ejecución del ejemplo. /// Hacer dispose() de todos los objetos creados. /// </summary> public override void Dispose() { piso.dispose(); personaje.Dispose(); terreno.dispose(); skyBox.dispose(); foreach (var elemento in elementos) { elemento.destruir(); } informativo.Dispose(); estadoJuego.Dispose(); oveja.destruir(); gallo.destruir(); mochila.Dispose(); cajon.Dispose(); mochilaReglon1.Dispose(); cajonReglon1.Dispose(); alimentacion.Dispose(); salud.Dispose(); hidratacion.Dispose(); cansancio.Dispose(); mensajeObjetivo1.Dispose(); objetivosIcono.Dispose(); alimentacionIcono.Dispose(); saludIcono.Dispose(); hidratacionIcono.Dispose(); cansancioIcono.Dispose(); ayudaReglon1.Dispose(); ayuda.Dispose(); ayudaReglon2.Dispose(); dia.GetSol().Mesh.dispose(); temperaturaDia.Dispose(); horaDia.Dispose(); temperaturaDiaIcono.Dispose(); horaDiaIcono.Dispose(); temperaturaPersonaje.Dispose(); temperaturaPersonajeIcono.Dispose(); estadoDiaSolIcono.Dispose(); estadoDiaLunaIcono.Dispose(); miniMapa.Dispose(); referenciaMiniMapa.Dispose(); linea.Dispose(); efectoLluvia.Dispose(); screenQuadVB.Dispose(); renderTarget2D.Dispose(); depthStencil.Dispose(); if (pOldStencil != null) { pOldStencil.Dispose(); } if (pOldRT != null) { pOldRT.Dispose(); } estadoDiaLluviaIcono.Dispose(); sonidoGolpe.dispose(); sonidoGolpePatada.dispose(); sonidoLluvia.dispose(); sonidoGrillos.dispose(); sonidoGrillos2.dispose(); }
public override void Dispose() { Scene.GetInstance().Dispose(); this.auto.Dispose(); gameOver.Dispose(); }
public override void Dispose() { slotBackground.Dispose(); text.Dispose(); }
public override void Dispose() { sprite.Dispose(); }