Example #1
0
        private void DestroyPipeline()
        {
            List <Transform> list = new List <Transform>();

            foreach (object obj in base.transform)
            {
                Transform transform = (Transform)obj;
                if (transform.GetComponent <CinemachinePipeline>() != null)
                {
                    list.Add(transform);
                }
            }
            foreach (Transform transform2 in list)
            {
                if (CinemachineVirtualCamera.DestroyPipelineOverride != null)
                {
                    CinemachineVirtualCamera.DestroyPipelineOverride(transform2.gameObject);
                }
                else
                {
                    UnityEngine.Object.Destroy(transform2.gameObject);
                }
            }
            this.m_ComponentOwner     = null;
            base.PreviousStateIsValid = false;
        }
        private void DestroyPipeline()
        {
            List <Transform> list       = new List <Transform>();
            IEnumerator      enumerator = base.transform.GetEnumerator();

            try
            {
                while (enumerator.MoveNext())
                {
                    object    obj       = enumerator.Current;
                    Transform transform = (Transform)obj;
                    if (transform.GetComponent <CinemachinePipeline>() != null)
                    {
                        list.Add(transform);
                    }
                }
            }
            finally
            {
                IDisposable disposable;
                if ((disposable = (enumerator as IDisposable)) != null)
                {
                    disposable.Dispose();
                }
            }
            foreach (Transform transform2 in list)
            {
                if (CinemachineVirtualCamera.DestroyPipelineOverride != null)
                {
                    CinemachineVirtualCamera.DestroyPipelineOverride(transform2.gameObject);
                }
                else
                {
                    UnityEngine.Object.Destroy(transform2.gameObject);
                }
            }
            this.m_ComponentOwner     = null;
            base.PreviousStateIsValid = false;
        }