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