Пример #1
0
        public void OnDestroy()
        {
            if (HighLogic.LoadedSceneIsEditor)
            {
                // Nothing configured, nothing to destroy.
                return;
            }

            if (renderTex != null)
            {
                UnityEngine.Object.Destroy(renderTex);
                renderTex = null;
            }
            JUtil.DisposeOfGameObjects(new GameObject[] { ladderMesh, progradeLadderIcon, overlayMesh, headingMesh, progradeHeadingIcon });
            for (int i = 0; i < verticalBars.Count; ++i)
            {
                JUtil.DisposeOfGameObjects(new GameObject[] { verticalBars[i].barObject });
                verticalBars[i] = null;
            }
            verticalBars.Clear();
            for (int i = 0; i < horizontalBars.Count; ++i)
            {
                JUtil.DisposeOfGameObjects(new GameObject[] { horizontalBars[i].barObject });
                horizontalBars[i] = null;
            }
            horizontalBars.Clear();
        }
Пример #2
0
        public void OnDestroy()
        {
            if (HighLogic.LoadedSceneIsEditor)
            {
                // Nothing configured, nothing to destroy.
                return;
            }

            JUtil.DisposeOfGameObjects(new GameObject[] { navBall, overlay, heading, markerPrograde, markerRetrograde,
                                                          markerManeuver, markerManeuverMinus, markerTarget, markerTargetMinus, markerNormal, markerNormalMinus,
                                                          markerRadial, markerRadialMinus, markerDockingAlignment, markerNavWaypoint });
        }
Пример #3
0
        public void OnDestroy()
        {
            if (HighLogic.LoadedSceneIsEditor)
            {
                // Nothing configured, nothing to destroy.
                return;
            }

            JUtil.DisposeOfGameObjects(new GameObject[] { ladderMesh, progradeLadderIcon, overlayMesh, headingMesh, progradeHeadingIcon });
            for (int i = 0; i < verticalBars.Count; ++i)
            {
                JUtil.DisposeOfGameObjects(new GameObject[] { verticalBars[i].barObject });
            }
        }