示例#1
0
CMeshField::~CMeshField()
{
	SafeDeletes(Vtx);
	SafeDeletes(Tex);
	SafeDeletes(Nor);
	SafeDeletes(Index);
}
示例#2
0
CMeshCylinder::~CMeshCylinder()
{
	SafeDeletes(Vtx);
	SafeDeletes(Tex);
	SafeDeletes(Nor);
	SafeDeletes(Index);
}
示例#3
0
//------------------------------------------------------------------------------
// 
//------------------------------------------------------------------------------
// 引数
//  なし
// 戻り値
//  なし
//------------------------------------------------------------------------------
void CGame::Uninit(void)
{
	CManager::SendKillDeath(Player[CManager::netData.charNum]->getKillCount(),
							Player[CManager::netData.charNum]->getDeathCount());

	CManager::gameStartFlag = false;

	// 影の破棄
	for (int chtShadow = 0; chtShadow < 2 * PLAYER_MAX; ++chtShadow)
	{
		SafeDelete(Shadow[chtShadow]);
	}
	SafeDelete(Shadow);

	// 岩の破棄
	for (int cntRock = 0; cntRock < MAX_ROCK; ++cntRock)
	{
		SafeRelease(ppRock_[cntRock]);
		ppRock_[cntRock] = nullptr;
	}
	SafeDeletes(ppRock_);

	// プレイヤー破棄
	//SafeRelease(Player);
	for (int i = 0; i < PLAYER_MAX; i++)
	{
		SafeRelease(Player[i]);
	}

	SafeDeletes(Player);

	// 境界線の破棄
	SafeRelease(CylinderArea);

	// 空破棄

	SafeRelease(Sky);

	// 地形破棄
	SafeRelease(Ground);

	// UI破棄
	UI->Uninit();
	SafeDelete(UI);

	CCamera::ReleaseAll();
	CObject::ReleaseAll();
}