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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bool | NestUnderThis = false |
| if this is true, the waiting pool will be nested under this object 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.
◆ AddPool()
static void MoreMountains.Tools.MMObjectPooler.AddPool |
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MMObjectPool |
pool | ) |
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Adds a pooler to the static list if needed
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◆ ApplyNesting()
virtual void MoreMountains.Tools.MMObjectPooler.ApplyNesting |
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If needed, nests the waiting pool under this object
◆ Awake()
virtual void MoreMountains.Tools.MMObjectPooler.Awake |
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On awake we fill our object pool
◆ CreateWaitingPool()
virtual bool 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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◆ ExistingPool()
virtual MMObjectPool MoreMountains.Tools.MMObjectPooler.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
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- Returns
◆ FillObjectPool()
virtual void MoreMountains.Tools.MMObjectPooler.FillObjectPool |
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◆ GetPooledGameObject()
virtual GameObject MoreMountains.Tools.MMObjectPooler.GetPooledGameObject |
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◆ InitializeStatics()
static void MoreMountains.Tools.MMObjectPooler.InitializeStatics |
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◆ OnEnable()
virtual void MoreMountains.Tools.MMObjectPooler.OnEnable |
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On enable we register to the scene loaded hook
◆ RemovePool()
static void MoreMountains.Tools.MMObjectPooler.RemovePool |
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MMObjectPool |
pool | ) |
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Removes a pooler from the static list
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◆ _initialPoolsListCapacity
const int MoreMountains.Tools.MMObjectPooler._initialPoolsListCapacity = 5 |
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◆ _objectPool
◆ _onSceneLoadedRegistered
bool MoreMountains.Tools.MMObjectPooler._onSceneLoadedRegistered = false |
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◆ _pools
◆ _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.
◆ NestUnderThis
bool MoreMountains.Tools.MMObjectPooler.NestUnderThis = false |
if this is true, the waiting pool will be nested under this object
◆ 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:
- Assets/CorgiEngine/ThirdParty/MoreMountains/MMTools/Core/MMObjectPool/MMObjectPooler.cs