public override void Release() { if (null != m_obj) { m_obj.SetActive(false); } IPoolWidget <NpcReduceHP> .ReleaseObj(this); }
public override void Release() { m_uiSkillBar.uiSkillBar1.value = 0.0f; m_uiSkillBar.uiSkillBar2.value = 0.0f; m_uiSkillBar.uiSkillBar3.value = 0.0f; m_uiSkillBar.obj1.SetActive(false); m_uiSkillBar.obj2.SetActive(false); m_uiSkillBar.obj3.SetActive(false); m_uiSkillBar.m_index = 1; m_uiSkillBar.HideWindow(); IPoolWidget <Skillbar> .ReleaseObj(this); }
//释放回池 public override void Release() { mObj.SetActive(false); IPoolWidget <AddPhydefendEffect> .ReleaseObj(this); }
public override void Release() { m_obj.SetActive(false); IPoolWidget <EndTimeDisplay> .ReleaseObj(this); }
public override void Release() { m_obj.SetActive(false); IPoolWidget <ReduceHP> .ReleaseObj(this); }
public override void Release() { mObj.SetActive(false); IPoolWidget <LvlUpEffTrigger> .ReleaseObj(this); }
//释放回池 public override void Release() { mObj.SetActive(false); IPoolWidget <SpSkillEffect> .ReleaseObj(this); }
public override void Release() { m_obj.SetActive(false); IPoolWidget <TriggerWidget> .ReleaseObj(this); }
public override void Release() { m_obj.SetActive(false); IPoolWidget <DropHolderTrigger> .ReleaseObj(this); }