private void OnDestroy()
 {
     _initParticleList();
     Mem.Del(ref _attackState);
     Mem.Del(ref _mainObj);
     Mem.Del(ref _aircraftObj);
     Mem.Del(ref _camAerial);
     Mem.Del(ref _eHpPos);
     Mem.Del(ref _anime);
     Mem.Del(ref _actCallback);
     Mem.Del(ref _clsAerial);
     Mem.Del(ref _fBakuraiModel);
     Mem.Del(ref _eBakuraiModel);
     Mem.Del(ref _dicHitType);
     Mem.DelListSafe(ref _listBombCritical);
     Mem.DelListSafe(ref _listExplosion);
     Mem.DelListSafe(ref _listMiss);
     Mem.Del(ref _eHitState);
     Mem.Del(ref _eBakuraiModel);
     Mem.Del(ref _rescueCutIn);
     if (_battleHpGauges != null)
     {
         _battleHpGauges.Dispose();
     }
     Mem.Del(ref _battleHpGauges);
     if (_torpedoWakes != null)
     {
         _torpedoWakes.SetDestroy();
     }
 }
Beispiel #2
0
 private void OnDestroy()
 {
     Mem.Del(ref _attackState);
     Mem.Del(ref _mainObj);
     Mem.DelArySafe(ref _aircraftObj);
     Mem.Del(ref _camAerial);
     Mem.DelArySafe(ref _isProtect);
     Mem.Del(ref _anime);
     Mem.Del(ref _actCallback);
     Mem.Del(ref _clsKoukuu);
     Mem.DelDictionarySafe(ref _dicBakuraiModel);
     Mem.DelListSafe(ref _listBombCritical);
     Mem.DelListSafe(ref _listExplosion);
     Mem.DelListSafe(ref _listMiss);
     Mem.DelDictionarySafe(ref _dicHitType);
     Mem.DelDictionarySafe(ref _dicHitState);
     Mem.Del(ref _battleHpGauges);
     if (_torpedoWakes != null)
     {
         _torpedoWakes.SetDestroy();
     }
     if (_rescueCutIn != null)
     {
         UnityEngine.Object.Destroy(_rescueCutIn.gameObject);
     }
     Mem.Del(ref _rescueCutIn);
 }