//physicScheduler -> earlyScheduler -> updateScheduler -> coroutineScheduler -> lateScheduler internal static void KillSchedulers() { if (_multiThreadScheduler != null && multiThreadScheduler.isKilled == false) { _multiThreadScheduler.Dispose(); } _multiThreadScheduler = null; if (_coroutineScheduler != null) { _coroutineScheduler.Dispose(); } if (_updateScheduler != null) { _updateScheduler.Dispose(); } _coroutineScheduler = null; _updateScheduler = null; #if UNITY_5 || UNITY_5_3_OR_NEWER && later if (_physicScheduler != null) { _physicScheduler.Dispose(); } if (_lateScheduler != null) { _lateScheduler.Dispose(); } _physicScheduler = null; _lateScheduler = null; _earlyScheduler = null; #endif }
//physicScheduler -> earlyScheduler -> updateScheduler -> coroutineScheduler -> lateScheduler internal static void Dispose() { if (_multiThreadScheduler != null && multiThreadScheduler.isKilled == false) { _multiThreadScheduler.Dispose(); } _multiThreadScheduler = null; #if UNITY_5 || UNITY_5_3_OR_NEWER _coroutineScheduler?.Dispose(); _updateScheduler?.Dispose(); _physicScheduler?.Dispose(); _lateScheduler?.Dispose(); _earlyScheduler?.Dispose(); _coroutineScheduler = null; _updateScheduler = null; _physicScheduler = null; _lateScheduler = null; _earlyScheduler = null; #endif }