private void OnDestroy() { BackEffect(); m_current = null; m_realtimeParticle = null; onLoaded = null; }
private void UpdateEffectLayers() { if (!m_current) { return; } Util.AddChild(transform, m_current.transform); m_current.name = m_effectName; m_current.gameObject.SetActive(true); Util.SetEffectSortingLayer(m_current, m_sortingLayer, m_sortingOrder); if (!m_realtimeParticle && m_realtime) { m_realtimeParticle = this.GetComponentDefault <RealtimeParticle>(); } if (m_realtimeParticle) { m_realtimeParticle.SetRealtime(m_realtime); } }