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GameObject | GameObjectToPool |
| the game object we'll instantiate More...
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int | PoolSize = 20 |
| the number of objects we'll add to the pool More...
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bool | PoolCanExpand = true |
| if true, the pool will automatically add objects to the itself if needed More...
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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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◆ AddOneObjectToThePool()
virtual GameObject MoreMountains.Feedbacks.MMMiniObjectPooler.AddOneObjectToThePool |
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protectedvirtual |
Adds one object of the specified type (in the inspector) to the pool.
- Returns
- The one object to the pool.
◆ AddPool()
static void MoreMountains.Feedbacks.MMMiniObjectPooler.AddPool |
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MMMiniObjectPool |
pool | ) |
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static |
Adds a pooler to the static list if needed
- Parameters
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◆ Awake()
virtual void MoreMountains.Feedbacks.MMMiniObjectPooler.Awake |
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protectedvirtual |
On awake we fill our object pool
◆ CreateWaitingPool()
virtual void MoreMountains.Feedbacks.MMMiniObjectPooler.CreateWaitingPool |
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protectedvirtual |
Creates the waiting pool or tries to reuse one if there's already one available
◆ DestroyObjectPool()
virtual void MoreMountains.Feedbacks.MMMiniObjectPooler.DestroyObjectPool |
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◆ DetermineObjectPoolName()
static string MoreMountains.Feedbacks.MMMiniObjectPooler.DetermineObjectPoolName |
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GameObject |
gameObjectToPool | ) |
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Determines the name of the object pool.
- Returns
- The object pool name.
◆ ExistingPool()
virtual MMMiniObjectPool MoreMountains.Feedbacks.MMMiniObjectPooler.ExistingPool |
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string |
poolName | ) |
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Looks for an existing pooler for the same object, returns it if found, returns null otherwise
- Parameters
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- Returns
◆ FillObjectPool()
virtual void MoreMountains.Feedbacks.MMMiniObjectPooler.FillObjectPool |
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virtual |
Implement this method to fill the pool with objects
◆ GetPooledGameObject()
virtual GameObject MoreMountains.Feedbacks.MMMiniObjectPooler.GetPooledGameObject |
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virtual |
Implement this method to return a gameobject
- Returns
- The pooled game object.
◆ RemovePool()
static void MoreMountains.Feedbacks.MMMiniObjectPooler.RemovePool |
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MMMiniObjectPool |
pool | ) |
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static |
Removes a pooler from the static list
- Parameters
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◆ _initialPoolsListCapacity
const int MoreMountains.Feedbacks.MMMiniObjectPooler._initialPoolsListCapacity = 5 |
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◆ _objectPool
◆ _waitingPool
GameObject MoreMountains.Feedbacks.MMMiniObjectPooler._waitingPool = null |
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this object is just used to group the pooled objects
◆ GameObjectToPool
GameObject MoreMountains.Feedbacks.MMMiniObjectPooler.GameObjectToPool |
the game object we'll instantiate
◆ MutualizeWaitingPools
bool MoreMountains.Feedbacks.MMMiniObjectPooler.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.Feedbacks.MMMiniObjectPooler.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
◆ PoolCanExpand
bool MoreMountains.Feedbacks.MMMiniObjectPooler.PoolCanExpand = true |
if true, the pool will automatically add objects to the itself if needed
◆ PoolSize
int MoreMountains.Feedbacks.MMMiniObjectPooler.PoolSize = 20 |
the number of objects we'll add to the pool
The documentation for this class was generated from the following file: