/// <summary>
        /// Called when the effect is meant to be deactivated
        /// </summary>
        public override void Deactivate()
        {
            if (mMessage != null)
            {
                mMessage.Release();
                mMessage = null;
            }

            base.Deactivate();
        }
Exemple #2
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        void SendDeath()
        {
            GameObject go = Fsm.GetOwnerDefaultTarget(gameObject);

            if (go == null)
            {
                return;
            }

            mActorCore = go.GetComponent <ActorCore>();

            if (mActorCore != null)
            {
                DamageMessage lDamage = DamageMessage.Allocate();
                mActorCore.OnKilled(lDamage);
                lDamage.Release();
            }
        }