A base class, meant to be extended depending on the use (simple, multiple object pooler), and used as an interface by the spawners. Still handles common stuff like singleton and initialization on start(). DO NOT add this class to a prefab, nothing would happen. Instead, add SimpleObjectPooler or MultipleObjectPooler.
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bool | MutualizeWaitingPools = false |
| if this is true, the pool will try not to create a new waiting pool if it finds one with the same name. More...
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bool | NestWaitingPool = true |
| if this is true, all waiting and active objects will be regrouped under an empty game object. Otherwise they'll just be at top level in the hierarchy More...
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A base class, meant to be extended depending on the use (simple, multiple object pooler), and used as an interface by the spawners. Still handles common stuff like singleton and initialization on start(). DO NOT add this class to a prefab, nothing would happen. Instead, add SimpleObjectPooler or MultipleObjectPooler.
◆ Awake()
virtual void MoreMountains.Tools.MMObjectPooler.Awake |
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On awake we fill our object pool
◆ CreateWaitingPool()
virtual void MoreMountains.Tools.MMObjectPooler.CreateWaitingPool |
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Creates the waiting pool or tries to reuse one if there's already one available
◆ DestroyObjectPool()
virtual void MoreMountains.Tools.MMObjectPooler.DestroyObjectPool |
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◆ DetermineObjectPoolName()
virtual string MoreMountains.Tools.MMObjectPooler.DetermineObjectPoolName |
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◆ FillObjectPool()
virtual void MoreMountains.Tools.MMObjectPooler.FillObjectPool |
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◆ GetPooledGameObject()
virtual GameObject MoreMountains.Tools.MMObjectPooler.GetPooledGameObject |
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◆ _objectPool
◆ _waitingPool
GameObject MoreMountains.Tools.MMObjectPooler._waitingPool = null |
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this object is just used to group the pooled objects
◆ Instance
◆ MutualizeWaitingPools
bool MoreMountains.Tools.MMObjectPooler.MutualizeWaitingPools = false |
if this is true, the pool will try not to create a new waiting pool if it finds one with the same name.
◆ NestWaitingPool
bool MoreMountains.Tools.MMObjectPooler.NestWaitingPool = true |
if this is true, all waiting and active objects will be regrouped under an empty game object. Otherwise they'll just be at top level in the hierarchy
The documentation for this class was generated from the following file:
- F:/Github/Store/MMFeedbacksStore/Assets/MMFeedbacks/MMTools/Tools/ObjectPool/MMObjectPooler.cs