public virtual void ClearShadows() { VFXAppearanceController shadow = null; GameObject shadowObject = null; if (pausedShadows != null) { for (int i = 0; i < pausedShadows.Length; i++) { shadow = pausedShadows[i]; if (shadow != null) { shadow.Clear(); pausedShadows[i] = null; } shadowObject = pausedShadowObjects[i]; if (shadowObject != null) { Destroy(shadowObject); pausedShadowObjects[i] = null; } } pausedShadows = null; pausedShadowObjects = null; } if (shadows != null) { for (int i = 0; i < shadows.Length; i++) { shadow = shadows[i]; if (shadow != null) { shadow.Clear(); shadows[i] = null; } shadowObject = shadowObjects[i]; if (shadowObject != null) { Destroy(shadowObject); shadowObjects[i] = null; } } shadows = null; shadowObjects = null; } }
protected void RemoveShadow(int shadowIndex, bool fromPausedShadows) { VFXAppearanceController shadow = null; GameObject shadowObject = null; VFXAppearanceController[] properShadows = null; GameObject[] properShadowObjects = null; if (fromPausedShadows) { properShadowObjects = pausedShadowObjects; properShadows = pausedShadows; } else { properShadowObjects = shadowObjects; properShadows = shadows; } if (properShadows != null) { if ((shadowIndex > -1) && (shadowIndex < properShadows.Length)) { shadow = properShadows[shadowIndex]; if (shadow != null) { shadow.Clear(); properShadows[shadowIndex] = null; } shadowObject = properShadowObjects[shadowIndex]; if (shadowObject != null) { Destroy(shadowObject); properShadowObjects[shadowIndex] = null; } if (fromPausedShadows) { UsefulFunctions.DecreaseArray <VFXAppearanceController>(ref pausedShadows, shadowIndex); UsefulFunctions.DecreaseArray <GameObject>(ref pausedShadowObjects, shadowIndex); } else { UsefulFunctions.DecreaseArray <VFXAppearanceController>(ref shadows, shadowIndex); UsefulFunctions.DecreaseArray <GameObject>(ref shadowObjects, shadowIndex); } } } }