Add this class to an object that you expect to pool from an objectPooler. Note that these objects can't be destroyed by calling Destroy(), they'll just be set inactive (that's the whole point).
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float | LifeTime = 0f |
| The life time, in seconds, of the object. If set to 0 it'll live forever, if set to any positive value it'll be set inactive after that time. More...
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virtual void | OnEnable () |
| When the objects get enabled (usually after having been pooled from an ObjectPooler, we initiate its death countdown. More...
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virtual void | OnDisable () |
| When the object gets disabled (maybe it got out of bounds), we cancel its programmed death More...
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Add this class to an object that you expect to pool from an objectPooler. Note that these objects can't be destroyed by calling Destroy(), they'll just be set inactive (that's the whole point).
◆ Destroy()
virtual void MoreMountains.Feedbacks.MMMiniPoolableObject.Destroy |
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Turns the instance inactive, in order to eventually reuse it.
◆ Events()
delegate void MoreMountains.Feedbacks.MMMiniPoolableObject.Events |
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◆ OnDisable()
virtual void MoreMountains.Feedbacks.MMMiniPoolableObject.OnDisable |
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When the object gets disabled (maybe it got out of bounds), we cancel its programmed death
◆ OnEnable()
virtual void MoreMountains.Feedbacks.MMMiniPoolableObject.OnEnable |
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When the objects get enabled (usually after having been pooled from an ObjectPooler, we initiate its death countdown.
◆ TriggerOnSpawnComplete()
virtual void MoreMountains.Feedbacks.MMMiniPoolableObject.TriggerOnSpawnComplete |
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Triggers the on spawn complete event
◆ LifeTime
float MoreMountains.Feedbacks.MMMiniPoolableObject.LifeTime = 0f |
The life time, in seconds, of the object. If set to 0 it'll live forever, if set to any positive value it'll be set inactive after that time.
◆ OnSpawnComplete
Events MoreMountains.Feedbacks.MMMiniPoolableObject.OnSpawnComplete |
The documentation for this class was generated from the following file: