public CarnivalShoot2BonusRoom() { m_targetList = new List <BreakableObj>(); m_elf = new NpcObj("Clown_Character"); m_elf.Scale = new Vector2(2f, 2f); m_targetText = new List <TextObj>(); m_targetDataText = new List <TextObj>(); m_balloonList = new List <ObjContainer>(); }
public CarnivalShoot2BonusRoom() { this.m_targetList = new List<BreakableObj>(); this.m_elf = new NpcObj("Clown_Character"); this.m_elf.Scale = new Vector2(2f, 2f); this.m_targetText = new List<TextObj>(); this.m_targetDataText = new List<TextObj>(); this.m_balloonList = new List<ObjContainer>(); }
public ChestBonusRoomObj() { m_chestList = new List <ChestObj>(); m_elf = new NpcObj("Elf_Character"); m_elf.Scale = new Vector2(2f, 2f); m_gate = new PhysicsObj("CastleEntranceGate_Sprite"); m_gate.IsWeighted = false; m_gate.IsCollidable = true; m_gate.CollisionTypeTag = 1; m_gate.Layer = -1f; }
public override void Dispose() { if (!IsDisposed) { m_elf = null; m_gate = null; m_chestList.Clear(); m_chestList = null; base.Dispose(); } }
public override void Dispose() { if (!base.IsDisposed) { this.m_elf = null; this.m_gate = null; this.m_chestList.Clear(); this.m_chestList = null; base.Dispose(); } }
public ChestBonusRoomObj() { this.m_chestList = new List<ChestObj>(); this.m_elf = new NpcObj("Elf_Character"); this.m_elf.Scale = new Vector2(2f, 2f); this.m_gate = new PhysicsObj("CastleEntranceGate_Sprite", null); this.m_gate.IsWeighted = false; this.m_gate.IsCollidable = true; this.m_gate.CollisionTypeTag = 1; this.m_gate.Layer = -1f; }
public override void Dispose() { if (!IsDisposed) { m_targetList.Clear(); m_targetList = null; m_line = null; m_currentTarget = null; m_elf = null; m_daggerIcons = null; m_targetIcons = null; m_balloonList.Clear(); m_balloonList = null; m_rewardChest = null; base.Dispose(); } }
public override void Dispose() { if (!IsDisposed) { m_targetList.Clear(); m_targetList = null; m_elf = null; m_axeIcons = null; m_gate = null; for (var i = 0; i < m_targetText.Count; i++) { m_targetText[i].Dispose(); m_targetDataText[i].Dispose(); } m_targetText.Clear(); m_targetText = null; m_targetDataText.Clear(); m_targetDataText = null; m_balloonList.Clear(); m_balloonList = null; m_rewardChest = null; base.Dispose(); } }
public CarnivalShoot1BonusRoom() { m_elf = new NpcObj("Clown_Character"); m_elf.Scale = new Vector2(2f, 2f); m_balloonList = new List <ObjContainer>(); }
public CarnivalShoot1BonusRoom() { this.m_elf = new NpcObj("Clown_Character"); this.m_elf.Scale = new Vector2(2f, 2f); this.m_balloonList = new List<ObjContainer>(); }
public override void Dispose() { if (!base.IsDisposed) { this.m_targetList.Clear(); this.m_targetList = null; this.m_line = null; this.m_currentTarget = null; this.m_elf = null; this.m_daggerIcons = null; this.m_targetIcons = null; this.m_balloonList.Clear(); this.m_balloonList = null; this.m_rewardChest = null; base.Dispose(); } }
public override void Dispose() { if (!base.IsDisposed) { this.m_targetList.Clear(); this.m_targetList = null; this.m_elf = null; this.m_axeIcons = null; this.m_gate = null; for (int i = 0; i < this.m_targetText.Count; i++) { this.m_targetText[i].Dispose(); this.m_targetDataText[i].Dispose(); } this.m_targetText.Clear(); this.m_targetText = null; this.m_targetDataText.Clear(); this.m_targetDataText = null; this.m_balloonList.Clear(); this.m_balloonList = null; this.m_rewardChest = null; base.Dispose(); } }