Disposing of Class objects

If I create a class not based on MonoBehaviour or ScriptableObject, does it get disposed of correctly if set to null or is there something else I need to do in Unity?

using UnityEngine;
using System.Collections;

public class MyClass
{

private float[ ] _myTimes;

public float[ ] MyTimes
{
get { return _myTimes; }
set { _myTimes = value; }
}

public MyClass()
{
… do stuff
}

}

MyClass myClass = new MyClass();

myClass = null;

You don’t even need to set it to null.
Just be sure you don’t unnecessarily keep references to it, and try not to create and destroy objects over and over if you could just create and save for later re-use instead. (read up on object pooling, though you may not have to worry about it depending on the game/platform)