public RemoveAndDestroyAllChildren ( ) : void | ||
return | void |
/// <summary> /// This method removes and destroys the child and all of its children. /// </summary> /// <param name="sceneNode">The node to remove and destroy</param> /// <remarks> /// Unlike removeChild, which removes a single named child from this /// node but does not destroy it, this method destroys the child /// and all of it's children. /// <para> /// Use this if you wish to recursively destroy a node as well as /// detaching it from it's parent. Note that any objects attached to /// the nodes will be detached but will not themselves be destroyed. /// </para> /// </remarks> public virtual void RemoveAndDestroyChild(SceneNode sceneNode) { sceneNode.RemoveAndDestroyAllChildren(); RemoveChild(sceneNode); sceneNode.Creator.DestroySceneNode(sceneNode); }
/// <summary> /// This method removes and destroys the child and all of its children. /// </summary> /// <param name="sceneNode">The node to remove and destroy</param> /// <remarks> /// Unlike removeChild, which removes a single named child from this /// node but does not destroy it, this method destroys the child /// and all of it's children. /// <para> /// Use this if you wish to recursively destroy a node as well as /// detaching it from it's parent. Note that any objects attached to /// the nodes will be detached but will not themselves be destroyed. /// </para> /// </remarks> public virtual void RemoveAndDestroyChild( SceneNode sceneNode ) { sceneNode.RemoveAndDestroyAllChildren(); this.RemoveChild( sceneNode ); sceneNode.Creator.DestroySceneNode( sceneNode ); }