internal void disableGroup()
{
int len = children.Count;
for (int i = 0; i < len; i++)
{
children[i].disableGroup();
}
len = modelData.Count;
for (int i = 0; i < len; i++)
{
modelData[i].disable();
}
len = modelNodes.Length;
for (int i = 0; i < len; i++)
{
modelNodes[i].disableNode();
}
if (modelRoot != null)
{
GameObject.DestroyImmediate(modelRoot);
modelRoot = null;
}
enabled = false;
currentEnabledModel = null;
}