public override void Release() { if (ObserversList != null) { ObserversList.Clear(); } ObserversList = null; VisiblePlayers = null; VisibleNpcs = null; VisibleItems = null; VisibleGathers = null; if (Ai != null) { Ai.Release(); } Ai = null; if (_lifeStats != null) { _lifeStats.Release(); } _lifeStats = null; GameStats = null; Position = null; BindPoint = null; Instance = null; Target = null; if (VisualEffect != null) { VisualEffect.Release(); } VisualEffect = null; if (Effects != null) { for (int i = 0; i < Effects.Count; i++) { Effects[i].Release(); } } Effects = null; EffectsLock = null; base.Release(); }
public override void Release() { if (ObserversList != null) { ObserversList.Clear(); } ObserversList = null; VisiblePlayers = null; VisibleNpcs = null; VisibleItems = null; if (Ai != null) { Ai.Release(); } Ai = null; if (_lifeStats != null) { _lifeStats.Release(); } _lifeStats = null; GameStats = null; Position = null; BindPoint = null; Instance = null; Target = null; EffectsLock = null; base.Release(); }
public override void Release() { if (ObserversList != null) ObserversList.Clear(); ObserversList = null; VisiblePlayers = null; VisibleNpcs = null; VisibleItems = null; if (Ai != null) Ai.Release(); Ai = null; if (_lifeStats != null) _lifeStats.Release(); _lifeStats = null; GameStats = null; Position = null; BindPoint = null; Instance = null; Target = null; EffectsLock = null; base.Release(); }
public override void Release() { if (ObserversList != null) ObserversList.Clear(); ObserversList = null; VisiblePlayers = null; VisibleNpcs = null; VisibleItems = null; VisibleGathers = null; if (Ai != null) Ai.Release(); Ai = null; if (_lifeStats != null) _lifeStats.Release(); _lifeStats = null; GameStats = null; Position = null; BindPoint = null; Instance = null; Target = null; if (VisualEffect != null) VisualEffect.Release(); VisualEffect = null; if (Effects != null) for (int i = 0; i < Effects.Count; i++) Effects[i].Release(); Effects = null; EffectsLock = null; base.Release(); }