CMeshField::~CMeshField() { SafeDeletes(Vtx); SafeDeletes(Tex); SafeDeletes(Nor); SafeDeletes(Index); }
CMeshCylinder::~CMeshCylinder() { SafeDeletes(Vtx); SafeDeletes(Tex); SafeDeletes(Nor); SafeDeletes(Index); }
//------------------------------------------------------------------------------ // //------------------------------------------------------------------------------ // 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(); }