/// <summary>
 /// 为坦克准备缓冲池
 /// </summary>
 void PrepareTank()
 {
     //Breed.Instance().Create("tank", _Prefab_Tank[GlobalManager.GetInstants()._PlayerEntity._Tank_Id - 1]);
     Breed.Instance().Create("tank", _Prefab_Tank[GlobalManager.GetInstants()._PlayerEntity._Tank_Id - 1]);
     this._Tank_Pool = Breed.Instance().Get("tank");
     this._Tank_Pool.Preload(20);
 }
Beispiel #2
0
    // creates a pool, must be named and the object to pool must be set
    public BreedPool Create(string name, GameObject obj)
    {
        BreedPool pool = new BreedPool(name, obj);

        pools.Add(pool);
        return(pool);
    }
Beispiel #3
0
    // removes the pool by name
    public void Remove(string name)
    {
        for (int i = 0; i < pools.Count; i++)
        {
            BreedPool pool = pools[i] as BreedPool;
            if (pool.name == name)
            {
                // clear it first
                pool.Clear();

                // remove it from the array
                pools.RemoveAt(i);
            }
        }
    }
 /// <summary>
 /// 为子弹准备缓冲池
 /// </summary>
 void PrepareBullet(GameObject bullet)
 {
     Breed.Instance().Create("bullet", bullet);
     this._BulletPool = Breed.Instance().Get("bullet");
     this._BulletPool.Preload(10);
 }
 /// <summary>
 /// 为炸弹准备缓冲池
 /// </summary>
 void PrepareProp()
 {
     Breed.Instance().Create("prop", _Prefab_Props[GlobalManager.GetInstants()._PlayerEntity._Bombing_Weapons - 1]);
     this._Prop_Pool = Breed.Instance().Get("prop");
     this._Prop_Pool.Preload(5);
 }
Beispiel #6
0
 void OnSpawn(BreedPool pmp)
 {
     // we will use this when unspawning, thats why it was passed - so we don't have to type PoolManager.GetPool
     this._TankPool = pmp;
 }