public void dispose() { parent._damageShows.remove(instanceID); clearTween(); AssetPoolControl.unloadOne(AssetPoolType.SceneFrontUI, parent._damageResourceID, gameObject); parent._damagePool.back(this); }
public override void dispose() { base.dispose(); _wallList.forEachAndClear(v => { AssetPoolControl.unloadOne(AssetPoolType.SceneEffect, v.rid, v.obj); }); _wallRoot = null; }
public override void dispose() { if (!_effectList.isEmpty()) { SList <UnitEffect> unitEffects = _effectList; UnitEffect effect; for (int i = unitEffects.size() - 1; i >= 0; --i) { effect = unitEffects[i]; effect.dispose(); GameC.pool.unitEffectPool.back(effect); } unitEffects.clear(); } _effectNumDic.clear(); disposeMainShow(); //析构GameObject _transform = null; //TODO:拆掉Part _modelLoadTool.clear(); AssetPoolLoadTool[] values; AssetPoolLoadTool v; for (int i = (values = _partLoadToolDic.getValues()).Length - 1; i >= 0; --i) { if ((v = values[i]) != null) { v.clear(); } } AssetPoolControl.unloadOne(AssetPoolType.UnitMain, AssetCustomType.UnitMainObj, _gameObject); _gameObject = null; _actionID = MotionType.Idle; _showModelID = -1; _modelReady = false; _partDic.clear(); _partReady.clear(); clearMotion(); base.dispose(); }
public override void dispose() { base.dispose(); if (_model != null) { _model.doDispose(); } AssetPoolControl.unloadOne(AssetPoolType.UnitHead, _resourceID, _gameObject); _gameObject = null; _resourceID = -1; _mainCameraTool = null; _camera = null; _dirty = true; }