private void OnDestroy() { _initParticleList(); Mem.Del(ref _attackState); Mem.Del(ref _mainObj); Mem.Del(ref _aircraftObj); Mem.Del(ref _camAerial); Mem.Del(ref _eHpPos); Mem.Del(ref _anime); Mem.Del(ref _actCallback); Mem.Del(ref _clsAerial); Mem.Del(ref _fBakuraiModel); Mem.Del(ref _eBakuraiModel); Mem.Del(ref _dicHitType); Mem.DelListSafe(ref _listBombCritical); Mem.DelListSafe(ref _listExplosion); Mem.DelListSafe(ref _listMiss); Mem.Del(ref _eHitState); Mem.Del(ref _eBakuraiModel); Mem.Del(ref _rescueCutIn); if (_battleHpGauges != null) { _battleHpGauges.Dispose(); } Mem.Del(ref _battleHpGauges); if (_torpedoWakes != null) { _torpedoWakes.SetDestroy(); } }
private void OnDestroy() { Mem.Del(ref _attackState); Mem.Del(ref _mainObj); Mem.DelArySafe(ref _aircraftObj); Mem.Del(ref _camAerial); Mem.DelArySafe(ref _isProtect); Mem.Del(ref _anime); Mem.Del(ref _actCallback); Mem.Del(ref _clsKoukuu); Mem.DelDictionarySafe(ref _dicBakuraiModel); Mem.DelListSafe(ref _listBombCritical); Mem.DelListSafe(ref _listExplosion); Mem.DelListSafe(ref _listMiss); Mem.DelDictionarySafe(ref _dicHitType); Mem.DelDictionarySafe(ref _dicHitState); Mem.Del(ref _battleHpGauges); if (_torpedoWakes != null) { _torpedoWakes.SetDestroy(); } if (_rescueCutIn != null) { UnityEngine.Object.Destroy(_rescueCutIn.gameObject); } Mem.Del(ref _rescueCutIn); }