This class provides networked object pooling functionality and stores all Pool references. Spawning and despawning is handled by calling the corresponding methods, but there are also methods for creating Pools at runtime or destroying all gameobjects in a Pool completely.
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static void | Add (Pool pool) |
| Called by each Pool on its own, this adds it to the dictionary. More...
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static void | CreatePool (GameObject prefab, int preLoad, bool limit, int maxCount) |
| Creates a new Pool at runtime. This is being called for prefabs which have not been linked to a Pool in the scene in the editor, but are called via Spawn() nonetheless. More...
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static GameObject | Spawn (GameObject prefab, Vector3 position, Quaternion rotation) |
| Activates a pre-instantiated instance for the prefab passed in, at the desired position. More...
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static void | Despawn (GameObject instance, float time=0f) |
| Disables a previously spawned instance for later use. Optionally takes a time value to delay the despawn routine. More...
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static Pool | GetPool (GameObject instance) |
| Convenience method for quick lookup of an pooled object. Returns the Pool component where the instance has been found in. More...
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static void | DeactivatePool (GameObject prefab) |
| Despawns all instances of a Pool, making them available for later use. More...
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static void | DestroyAllInactive (bool limitToPreLoad) |
| Destroys all despawned instances of all Pools to free up memory. The parameter 'limitToPreLoad' decides if only instances above the preload value should be destroyed, to keep a minimum amount of disabled instances More...
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static void | DestroyPool (GameObject prefab) |
| Destroys the Pool for a specific prefab. Active or inactive instances are not available anymore after calling this. More...
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static void | DestroyAllPools () |
| Destroys all Pools stored in the manager dictionary. Active or inactive instances are not available anymore after calling this. More...
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This class provides networked object pooling functionality and stores all Pool references. Spawning and despawning is handled by calling the corresponding methods, but there are also methods for creating Pools at runtime or destroying all gameobjects in a Pool completely.
static void Add |
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Pool |
pool | ) |
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static |
Called by each Pool on its own, this adds it to the dictionary.
static void CreatePool |
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GameObject |
prefab, |
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int |
preLoad, |
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bool |
limit, |
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int |
maxCount |
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) |
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static |
Creates a new Pool at runtime. This is being called for prefabs which have not been linked to a Pool in the scene in the editor, but are called via Spawn() nonetheless.
static void DeactivatePool |
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GameObject |
prefab | ) |
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static |
Despawns all instances of a Pool, making them available for later use.
static void Despawn |
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GameObject |
instance, |
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float |
time = 0f |
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) |
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Disables a previously spawned instance for later use. Optionally takes a time value to delay the despawn routine.
static void DestroyAllInactive |
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bool |
limitToPreLoad | ) |
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static |
Destroys all despawned instances of all Pools to free up memory. The parameter 'limitToPreLoad' decides if only instances above the preload value should be destroyed, to keep a minimum amount of disabled instances
static void DestroyAllPools |
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Destroys all Pools stored in the manager dictionary. Active or inactive instances are not available anymore after calling this.
static void DestroyPool |
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GameObject |
prefab | ) |
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Destroys the Pool for a specific prefab. Active or inactive instances are not available anymore after calling this.
static Pool GetPool |
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GameObject |
instance | ) |
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Convenience method for quick lookup of an pooled object. Returns the Pool component where the instance has been found in.
static GameObject Spawn |
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GameObject |
prefab, |
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Vector3 |
position, |
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Quaternion |
rotation |
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) |
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static |
Activates a pre-instantiated instance for the prefab passed in, at the desired position.
The documentation for this class was generated from the following file: