/// <summary> /// Disposes of this container and deallocates its memory immediately. /// </summary> public void Dispose() { #if ENABLE_UNITY_COLLECTIONS_CHECKS DisposeSentinel.Dispose(ref m_Safety, ref m_DisposeSentinel); #endif UnsafeList.Destroy(m_ListData); m_ListData = null; }
public void Execute() { UnsafeList <float3> .Destroy(vertices); UnsafeList <ushort> .Destroy(chainedIndices); UnsafeUtility.Free(hashTable, allocator); }
public void Dispose() { if (ptr != null) { AllocatorManager.Free(allocator, ptr); allocator = Allocator.Invalid; ptr = null; length = 0; UnsafeList.Destroy(emptyIndices); } }
public void Dispose() { #if ENABLE_UNITY_COLLECTIONS_CHECKS DisposeSentinel.Dispose(ref m_Safety, ref m_DisposeSentinel); #endif UnsafeList.Destroy(m_Vertices); m_Vertices = null; UnsafeList.Destroy(m_ChainedIndices); m_ChainedIndices = null; UnsafeUtility.Free(m_HashTable, m_AllocatorLabel); }
public static void Free(DynamicBlobAssetBatch *batch) { var blobAssets = (BlobAssetPtr *)batch->m_BlobAssets->Ptr; for (var i = 0; i < batch->m_BlobAssets->Length; i++) { Memory.Unmanaged.Free(blobAssets[i].Header, batch->m_Allocator); } UnsafeList.Destroy(batch->m_BlobAssets); Memory.Unmanaged.Free(batch, batch->m_Allocator); }
public void Dispose() { UnsafeList.Destroy(elements); elements = null; UnsafeList.Destroy(lookup); lookup = null; UnsafeList.Destroy(nodes); nodes = null; #if ENABLE_UNITY_COLLECTIONS_CHECKS DisposeSentinel.Dispose(ref safetyHandle, ref disposeSentinel); #endif }
public void Execute() { if (list == null || !list->IsCreated) { return; } try { UnsafeList <T> .Destroy(list); } catch { UnityEngine.Debug.LogError(typeof(T)); } }
void Deallocate() { UnsafeList.Destroy(m_ListData); m_ListData = null; }
public void Dispose() { UnsafeList.Destroy(m_ListData); }
public void Dispose() { UnsafeList <T> .Destroy(m_Buffer); }