kierenj
16-11-2009 08:50:24
Hi
I have an effects system - for explosions - the class will run and update for a few seconds then destroy the associated particle systems, and scene node.
Separately, my audio system updates 3d sounds' positions in space by calling SceneNode._getDerivedPosition() since all sounds are associated with a scenenode.
However sometimes the scenenode has been destroyed and _getDerivedPosition throws a nullreferenceexception (of course).
Is there any way to tell whether the object has been destroyed/disposed?
Thanks
Kieren
I have an effects system - for explosions - the class will run and update for a few seconds then destroy the associated particle systems, and scene node.
Separately, my audio system updates 3d sounds' positions in space by calling SceneNode._getDerivedPosition() since all sounds are associated with a scenenode.
However sometimes the scenenode has been destroyed and _getDerivedPosition throws a nullreferenceexception (of course).
Is there any way to tell whether the object has been destroyed/disposed?
Thanks
Kieren