public void Release() { lock (m_Lock) { if (m_MaskTexture != null) { m_MaskTexture.Release(); } m_MaskTexture = null; m_MapData = null; m_SortAngle = null; if (m_Queue != null) { m_Queue.Clear(); } if (m_RayCastQueue != null) { m_RayCastQueue.Clear(); } if (m_Arrives != null) { m_Arrives.Clear(); } m_Queue = null; m_RayCastQueue = null; m_Arrives = null; m_FOVCalculator = null; } m_Lock = null; }
public void Release() { lock (m_Lock) { if (m_MaskTexture != null) { m_MaskTexture.Release(); } m_MaskTexture = null; m_MapData = null; m_CalculaterBase.Release(); m_CalculaterBase = null; m_FOVCalculator = null; } m_Lock = null; }