protected virtual void OnDestroy() { if (meshes != null) { for (var i = meshes.Count - 1; i >= 0; i--) { var mesh = meshes[i]; if (mesh != null) { mesh.Clear(false); SgtObjectPool <Mesh> .Add(meshes[i]); } } } if (models != null) { for (var i = models.Count - 1; i >= 0; i--) { SgtAuroraModel.MarkForDestruction(models[i]); } } SgtHelper.Destroy(material); }
protected virtual void OnDestroy() { if (mesh != null) { mesh.Clear(false); SgtObjectPool <Mesh> .Add(mesh); } }
protected virtual void OnDestroy() { if (mesh != null) { mesh.Clear(false); SgtObjectPool <Mesh> .Add(mesh); } SgtHelper.Destroy(material); }
protected virtual void OnDestroy() { if (quitting == false) { if (generatedMesh != null) { generatedMesh.Clear(false); SgtObjectPool <Mesh> .Add(generatedMesh); } } }
public void PoolMeshNow() { if (mesh != null) { if (meshFilter == null) { meshFilter = gameObject.GetComponent <MeshFilter>(); } mesh.Clear(false); mesh = meshFilter.sharedMesh = SgtObjectPool <Mesh> .Add(mesh); } }
private void Pool() { if (meshCollider != null) { SgtHelper.Destroy(meshCollider.gameObject); meshCollider = null; } if (mesh != null) { mesh.Clear(false); mesh = SgtObjectPool <Mesh> .Add(mesh); } }
public void UpdateMeshesAndModels() { if (meshes == null) { meshes = new List <Mesh>(); } if (PathDetail > 0 && PathLengthMin > 0.0f && PathLengthMax > 0.0f) { var meshCount = 1; var mesh = GetMesh(0); var vertexCount = 0; SgtHelper.BeginRandomSeed(Seed); { for (var i = 0; i < PathCount; i++) { AddPath(ref mesh, ref meshCount, ref vertexCount); } } SgtHelper.EndRandomSeed(); BakeMesh(mesh); for (var i = meshes.Count - 1; i >= meshCount; i--) { var extraMesh = meshes[i]; if (extraMesh != null) { extraMesh.Clear(false); SgtObjectPool <Mesh> .Add(extraMesh); } meshes.RemoveAt(i); } } for (var i = 0; i < meshes.Count; i++) { var model = SgtHelper.GetIndex(ref models, i); if (model == null) { model = models[i] = SgtAuroraModel.Create(this); } model.SetMesh(meshes[i]); model.SetMaterial(material); } // Remove any excess if (models != null) { var min = Mathf.Max(0, meshes.Count); for (var i = models.Count - 1; i >= min; i--) { SgtAuroraModel.Pool(models[i]); models.RemoveAt(i); } } }