internal void QueueAssetRemoval()
        {
            if (volumeAsset == null)
            {
                return;
            }

#if UNITY_EDITOR
            brickGizmos?.Dispose();
            brickGizmos = null;
            cellGizmo?.Dispose();
            cellGizmo = null;

            m_PrevAsset = null;
#endif

            ProbeReferenceVolume.instance.AddPendingAssetRemoval(volumeAsset);
        }
示例#2
0
        internal void QueueAssetRemoval()
        {
            if (volumeAsset == null)
            {
                return;
            }

#if UNITY_EDITOR
            foreach (var meshGizmo in brickGizmos.Values)
            {
                meshGizmo.Dispose();
            }
            brickGizmos.Clear();
            cellGizmo?.Dispose();

            m_PrevAsset = null;
#endif

            ProbeReferenceVolume.instance.AddPendingAssetRemoval(volumeAsset);
        }