//
// RepeatForever
//
CCRepeatForever::~CCRepeatForever()
{
	CC_SAFE_RELEASE(m_pInnerAction);
}
void FilteredSpriteWithMulti::setTSFrame(SpriteFrame* $pFrame)
{
	CC_SAFE_RETAIN($pFrame);
	CC_SAFE_RELEASE(_pFrame);
	_pFrame = $pFrame;
}
示例#3
0
CCBKeyframe::~CCBKeyframe()
{
    CC_SAFE_RELEASE(_object);
}
示例#4
0
HttpClient::~HttpClient()
{
    CC_SAFE_RELEASE(_requestSentinel);
    CCLOG("HttpClient destructor");
}
FilteredSpriteWithMulti::~FilteredSpriteWithMulti()
{
	CC_SAFE_RELEASE(_pTexture);
	CC_SAFE_RELEASE(_pFrame);
}
示例#6
0
__CCCallFuncO::~__CCCallFuncO()
{
    CC_SAFE_RELEASE(_object);
}
示例#7
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MessagesService::~MessagesService(void)
{
	CC_SAFE_RELEASE(_messages);
}
MCEnemy::~MCEnemy()
{
    CC_SAFE_RELEASE(skills_);
    CC_SAFE_RELEASE(attackEffect_);
    CC_SAFE_RELEASE(actionEffect_);
}
	CCDeccelAmplitude::~CCDeccelAmplitude(void)
	{
		CC_SAFE_RELEASE(m_pOther);
	}
示例#10
0
//
// Follow
//
Follow::~Follow()
{
    CC_SAFE_RELEASE(m_pFollowedNode);
}
示例#11
0
Speed::~Speed()
{
    CC_SAFE_RELEASE(m_pInnerAction);
}
示例#12
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CCSpriteFrame::~CCSpriteFrame(void)
{
	CCLOGINFO("cocos2d: deallocing %p", this);
	CC_SAFE_RELEASE(m_pobTexture);
}
示例#13
0
ActionEase::~ActionEase(void)
{
    CC_SAFE_RELEASE(_inner);
}
CCSpawn::~CCSpawn(void)
{
	CC_SAFE_RELEASE(m_pOne);
	CC_SAFE_RELEASE(m_pTwo);
}
示例#15
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Animate3DTest::~Animate3DTest()
{
    CC_SAFE_RELEASE(_moveAction);
    CC_SAFE_RELEASE(_hurt);
    CC_SAFE_RELEASE(_swim);
}
示例#16
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void ArmatureAnimation::setUserObject(Ref *pUserObject)
{
    CC_SAFE_RETAIN(pUserObject);
    CC_SAFE_RELEASE(_userObject);
    _userObject = pUserObject;
}
示例#17
0
CallFunc::~CallFunc(void)
{
    CC_SAFE_RELEASE(_selectorTarget);
}
示例#18
0
MCTeam::~MCTeam()
{
    CC_SAFE_RELEASE(teams_);
}
示例#19
0
MessagesLayer::~MessagesLayer(void)
{
	CC_SAFE_RELEASE(_curShowItem);
}
示例#20
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ControlSlider::~ControlSlider()
{
    CC_SAFE_RELEASE(_thumbSprite);
    CC_SAFE_RELEASE(_progressSprite);
    CC_SAFE_RELEASE(_backgroundSprite);
}
示例#21
0
MessageItem::~MessageItem(void)
{
	CC_SAFE_RELEASE(_node);
}
示例#22
0
HoleDemo::~HoleDemo()
{
    CC_SAFE_RELEASE(_outerClipper);
    CC_SAFE_RELEASE(_holes);
    CC_SAFE_RELEASE(_holesStencil);
}
Sprite::~Sprite(void)
{
    CC_SAFE_RELEASE(_spriteFrame);
    CC_SAFE_RELEASE(_texture);
}
示例#24
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GameLayer::~GameLayer() {
    CC_SAFE_RELEASE(mBg1);
    CC_SAFE_RELEASE(mBg2);
    CC_SAFE_RELEASE(mBg3);
    CC_SAFE_RELEASE_NULL(mAnimationManager);
}
void FilteredSpriteWithMulti::setTSTexture(Texture2D* $texture)
{
	CC_SAFE_RETAIN($texture);
	CC_SAFE_RELEASE(_pTexture);
	_pTexture = $texture;
}
LuaEngine::~LuaEngine(void)
{
    CC_SAFE_RELEASE(_stack);
    _defaultEngine = nullptr;
}
示例#27
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CCSpriteBatchNode::~CCSpriteBatchNode()
{
    CC_SAFE_RELEASE(m_pobTextureAtlas);
    CC_SAFE_RELEASE(m_pobDescendants);
}
示例#28
0
GameLoading::~GameLoading()
{
	CC_SAFE_RELEASE(_res);
	CC_SAFE_DELETE(_lastUpdate);
}
示例#29
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void CCBKeyframe::setObject(Ref* obj)
{
    CC_SAFE_RETAIN(obj);
    CC_SAFE_RELEASE(_object);
    _object = obj;
}
CCRepeat::~CCRepeat(void)
{
	CC_SAFE_RELEASE(m_pInnerAction);
}