public override void Destroy() { for (int i = 0; i < this.ChildNodes.Count; i++) { UnityNodeBase child = this.ChildNodes[i]; child.Destroy(); } }
public override void Destroy() { for (int i = 0; i < this.ChildNodes.Count; i++) { UnityNodeBase child = this.ChildNodes[i]; child.Destroy(); } //Destroy gameobject after all children have destroyed themselves. UnityEngine.Object.Destroy(this.gameobject); }