public override void Hide() { base.Hide(); goldItems.Clear(); EventBox.RemoveAll(this); }
public override void Dispose() { base.Dispose(); weaponLauncher.Unload(); skillLauncher.Unload(); EventBox.RemoveAll(this); }
public override void Hide() { base.Hide(); if (trophyItems != null) { trophyItems.Clear(); } EventBox.RemoveAll(this); }
public override void Dispose() { base.Dispose(); EventBox.RemoveAll(this); if (skillData != null) { skillData.state = PrototypeState.Normal; } }
public override void Release() { base.Release(); EventBox.RemoveAll(this); }
public override void Dispose() { EventBox.RemoveAll(this); }
public override void Dispose() { weaponItems.Clear(); EventBox.RemoveAll(this); }