예제 #1
0
 private void OnDestroy()
 {
     SFX.EndBattle();
     for (BTL_DATA next = FF9StateSystem.Battle.FF9Battle.btl_list.next; next != null; next = next.next)
     {
         if (next.texanimptr != null)
         {
             foreach (KeyValuePair <int, RenderTexture> keyValuePair in next.texanimptr.RenderTexMapping)
             {
                 keyValuePair.Value.Release();
             }
             next.texanimptr.RenderTexMapping.Clear();
         }
         if (next.bi.player != 0 && next.tranceTexanimptr != null)
         {
             foreach (KeyValuePair <int, RenderTexture> keyValuePair2 in next.tranceTexanimptr.RenderTexMapping)
             {
                 keyValuePair2.Value.Release();
             }
             next.tranceTexanimptr.RenderTexMapping.Clear();
         }
     }
     if (battlebg.nf_BbgTabAddress != null)
     {
         foreach (KeyValuePair <int, RenderTexture> keyValuePair3 in battlebg.nf_BbgTabAddress.RenderTexMapping)
         {
             keyValuePair3.Value.Release();
         }
         FF9StateSystem.Battle.FF9Battle.map.btlBGTexAnimPtr.RenderTexMapping.Clear();
     }
 }
예제 #2
0
    private void OnDestroy()
    {
        SFX.EndBattle();

        for (BTL_DATA btlData = FF9StateSystem.Battle.FF9Battle.btl_list.next; btlData != null; btlData = btlData.next)
        {
            if (btlData.texanimptr != null)
            {
                foreach (RenderTexture value in btlData.texanimptr.RenderTexMapping.Values)
                {
                    value.Release();
                }
                btlData.texanimptr.RenderTexMapping.Clear();
            }
            if (btlData.bi.player != 0 && btlData.tranceTexanimptr != null)
            {
                foreach (RenderTexture value in btlData.tranceTexanimptr.RenderTexMapping.Values)
                {
                    value.Release();
                }
                btlData.tranceTexanimptr.RenderTexMapping.Clear();
            }
        }

        if (battlebg.nf_BbgTabAddress != null)
        {
            foreach (RenderTexture value in battlebg.nf_BbgTabAddress.RenderTexMapping.Values)
            {
                value.Release();
            }
        }

        if (FF9StateSystem.Battle.FF9Battle.map.btlBGTexAnimPtr != null)
        {
            FF9StateSystem.Battle.FF9Battle.map.btlBGTexAnimPtr.RenderTexMapping.Clear();
        }
    }