protected virtual void Dispose(bool disposing) { if (disposing) { lock (lockObject) { Stop(); clock.Dispose(); disposed = true; GC.SuppressFinalize(this); } } }
protected virtual void Dispose(bool disposing) { if (!_disposed) { if (disposing) { lock (_lockObject) { Stop(); _clock.Dispose(); _disposed = true; } } _disposed = true; } }
protected virtual void Dispose(bool disposing) { if (disposing) { UnityEngine.Debug.Log("Actual dispose is called."); lock (lockObject) { Stop(true); clock.Dispose(); disposed = true; GC.SuppressFinalize(this); } for (int i = 0; i < notesList.Count; i++) { notesList[i].Clear(); } notesList.Clear(); } }