CreatePool() public method

public CreatePool ( GameObject prefab, int poolSize ) : void
prefab GameObject
poolSize int
return void
Beispiel #1
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 private void Start()
 {
     _poolManager = ServiceLocator.Resolve <PoolManager>();
     _poolManager.CreatePool(UnitForvard, CountUnitForward);
     _poolManager.CreatePool(UnitDiagonal, CountUnitDiagonal);
     _poolManager.CreatePool(UnitFriend, CountUnitFriend);
 }
 void Start()
 {
     gameState     = GameObject.FindGameObjectWithTag("GameController").GetComponent <GameState> ();
     spawnPoints   = GameObject.FindGameObjectsWithTag("SpawnPoint");
     lastSpawnTime = Time.time;
     pool          = PoolManager.instance;
     pool.CreatePool(enemy, 15);
     pool.CreatePool(enemyMissile, 20);
 }
Beispiel #3
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    void Awake()
    {
        pool     = PoolManager.instance;
        instance = this;

        pool.CreatePool(waveCircleCut, amount);
        pool.CreatePool(waveRectCut, amount);
        pool.CreatePool(waveCircle, amount);
        pool.CreatePool(waveRect, amount);
        pool.CreatePool(waveTri, amount);
    }
Beispiel #4
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 private void Start()
 {
     poolManager = FindObjectOfType <PoolManager>();
     foreach (GameObject o in villageObstacles)
     {
         poolManager.CreatePool(o, 7);
     }
     foreach (GameObject o in castleObstacles)
     {
         poolManager.CreatePool(o, 7);
     }
 }
 void Start()
 {
     pool = PoolManager.instance;
     for (int i = 0; i < collectibles.Length; i++)
     {
         pool.CreatePool(collectibles[i], maxNumber[i]);
         pool.CreatePool(weather, 1);
         if (i > 0)
         {
             probs[i] += probs[i - 1];
         }
     }
 }
Beispiel #6
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 private void Start()
 {
     poolManager = FindObjectOfType <PoolManager>();
     poolManager.CreatePool(spawnGrass[0], 3);
     poolManager.CreatePool(spawnMountain[0], 3);
     foreach (GameObject o in spawnVillagePlatform)
     {
         poolManager.CreatePool(o, 7);
     }
     foreach (GameObject o in spawnCastlePlatform)
     {
         poolManager.CreatePool(o, 7);
     }
 }
Beispiel #7
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    /// <summary>
    /// Plays an AudioClip at a given position in world space. (Copy AudioSource.PlayClipAtPoint but using a Pool)
    /// </summary>
    /// <param name="clip">Audio data to play.</param>
    /// <param name="position">Position in world space from which sound originates.</param>
    /// <param name="volume">Playback volume.</param>
    /// <param pitch="volume">Playback pitch.</param>
    public static AudioSource PlayClipAtPoint(AudioClip clip, Vector3 position, float volume = 1f, float pitch = 1f)
    {
        AudioSource audioSource;

        if (!s_oneShotPool)
        {
            s_prefab = new GameObject("One shot audio");
            s_prefab.transform.position = position;
            audioSource        = (AudioSource)s_prefab.AddComponent(typeof(AudioSource));
            s_oneShotPool      = PoolManager.CreatePool(s_prefab);
            s_prefab.hideFlags = HideFlags.HideAndDontSave;
        }

        GameObject gameObject = s_oneShotPool.Instantiate(position);

        audioSource = gameObject.GetComponent <AudioSource>();

        audioSource.clip                  = clip;
        audioSource.spatialBlend          = 1f;
        audioSource.pitch                 = pitch;
        audioSource.volume                = volume;
        audioSource.outputAudioMixerGroup = null;
        audioSource.Play();
        float timeToLive = clip.length * Mathf.Max(Time.timeScale, 0.01f) / Mathf.Max(Mathf.Abs(pitch), 0.1f);

        s_oneShotPool.Destroy(gameObject, timeToLive);
        return(audioSource);
    }
Beispiel #8
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 public void CheckPooled()
 {
     if (!objectList.HasPooledObject(obj.GetInstanceID()))
     {
         objectList.CreatePool(obj, totalobjs);
     }
 }
Beispiel #9
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    public void OnEnable()
    {
        m_Pool = PoolManager.CreatePool(PrefabPaths.CAPSULE, poolSize: 0, parent: transform);


        StartCoroutine(TestQueueInit());
    }
    private void Awake()
    {
        currentPostion = transform.position;

        // Make a pool of how many objects you want
        PoolManager.CreatePool(currentObj, 30, ref listOfObj);
    }
Beispiel #11
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    private void Start()
    {
        PoolManager.CreatePool <BloodParticle>(bloodParticlePrefab, transform, 10);

        //�̰� �׽�Ʈ �ڵ�
        dialogPanel.StartDialog(dialogTextDictionary[0]);
    }
Beispiel #12
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    void Start()
    {
        botTransform = target.GetComponent <Transform> ();
        botMove      = target.GetComponent <BotMove> ();

        colGenerator = FindObjectOfType <CollectibleGeneration> ();

        pool = PoolManager.instance;
        pool.CreatePool(tile, totalTiles);

        currentVoid = 0;
        maxVoid     = 3;

        pos = Vector3.zero;

        generators = FindObjectsOfType <ObjectGeneration> ();

        posX = botTransform.position.x - 3.0F;
        // create initiale stage
        for (int i = 0; i < totalTiles; i++)
        {
            pos.x = posX;
            // tile generation
            pool.SpawnObject(tile, pos);

            foreach (ObjectGeneration generator in generators)
            {
                generator.Generate(pos);
            }

            posX += 1F;
        }
        tileIndex = totalTiles - 1;
    }
Beispiel #13
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    void Awake()
    {
        rigid           = GetComponent <Rigidbody2D>();
        input           = GetComponent <PlayerInput>();
        spriteRenderer  = GetComponent <SpriteRenderer>();
        playerAnimation = GetComponent <PlayerAnimation>();

        PoolManager.CreatePool <AfterImage>(afterImagePrefab, afterImageTrm, 20);
    }
Beispiel #14
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 private void PreparePoolingObject(STPTheme poolingTheme)
 {
     if (poolingTheme.stpObjectHolder != null)
     {
         for (int i = 0; i < poolingTheme.stpObjectHolder.Count; i++)
         {
             _poolManager.CreatePool(poolingTheme.stpObjectHolder[i].prefab, poolingTheme.stpObjectHolder[i]._id, poolingTheme.stpObjectHolder[i].poolingNum);
         }
     }
 }
Beispiel #15
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        private void Awake()
        {
            _poolManager = ServiceLocator.Resolve <PoolManager>();

            _shapePrefabs.ForEach(x =>
            {
                _shapePrefabsMap.Add(x.ShapeType, x.gameObject);
                _poolManager.CreatePool(x.gameObject, 5, 1);
            });
        }
Beispiel #16
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    static int CreatePool(IntPtr L)
    {
        LuaScriptMgr.CheckArgsCount(L, 3);
        PoolManager obj  = (PoolManager)LuaScriptMgr.GetNetObjectSelf(L, 1, "PoolManager");
        string      arg0 = LuaScriptMgr.GetLuaString(L, 2);
        int         arg1 = (int)LuaScriptMgr.GetNumber(L, 3);

        obj.CreatePool(arg0, arg1);
        return(0);
    }
Beispiel #17
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 private void Awake()
 {
     _PrefabRef = _PoolableSO.PrefabRef;
     PoolManager.CreatePool(_PrefabRef, 40);
     for (int i = 0; i < _RoadPlacementLimit + 1; i++)
     {
         var currentRoad = PoolManager.GetNext(_PrefabRef, new Vector3(0f, 0f, _CurrentRoadPosition),
                                               Quaternion.Euler(_XRotation, 0f, 0f), true);
         _CurrentRoadPosition += _RoadPlacementIteration;
     }
 }
Beispiel #18
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        private void Awake()
        {
            _poolManager = ServiceLocator.Resolve <PoolManager>();
            _foodManager = ServiceLocator.Resolve <FoodManager>();
            _table       = ServiceLocator.Resolve <Table>();

            FoodPrefabs.ForEach(x =>
            {
                _prefabMap.Add(x.FoodType, x.gameObject);
                _poolManager.CreatePool(x.gameObject, 20, 5);
            });
        }
Beispiel #19
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    private void Awake()
    {
        // 대쉬 한번만
        // 땅에 닿으면 대쉬 횟수 초기화

        playerAnimation = gameObject.GetComponent <PlayerAnimation>();
        rigid           = gameObject.GetComponent <Rigidbody2D>();
        playerInput     = gameObject.GetComponent <PlayerInput>();
        sr = gameObject.GetComponent <SpriteRenderer>();

        PoolManager.CreatePool <AfterImage>(afterImagePrefab, afterImageTr, 20);
    }
Beispiel #20
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    private void Awake()
    {
        PoolObject poolObject = (PoolObject)spawnType.GetComponent(typeof(PoolObject));

        if (poolObject != null)
        {
            isPooled = true;

            poolManager = Toolbox.GetOrAddComponent <PoolManager>();
            poolManager.CreatePool(spawnType, Mathf.Max(spawnInstances, 50));
        }
    }
Beispiel #21
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 public void SetMode(GameObject prefab, int poolSize, Mode mode)
 {
     isPlaying     = false;
     this.mode     = mode;
     this.prefab   = prefab;
     this.poolSize = poolSize;
     for (int i = 0; i < spawnPositions.Length; i++)
     {
         spawningQueue.Enqueue(spawnPositions[i]);
     }
     poolManager.CreatePool(prefab, poolSize);
     this.mode.Init(this);
 }
 void Start()
 {
     isVulnerable     = true;
     colliders        = GetComponents <BoxCollider2D> ();
     boosted          = false;
     boostFires       = 0;
     state            = GetComponent <PlayerState> ();
     health           = GameObject.FindGameObjectWithTag("HealthBar").GetComponent <StateIndicator> ();
     armor            = GameObject.FindGameObjectWithTag("ArmorBar").GetComponent <StateIndicator> ();
     currentFrequency = fireFrequency;
     pool             = PoolManager.instance;
     pool.CreatePool(missile, 15);
 }
Beispiel #23
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        private Transform m_LineTrans;                                                                  //行军路线父对象

        /// <summary>
        /// 初始化地图块
        /// </summary>
        /// <param name="obj"></param>
        public void CreateMapPool(params Object[] objects)
        {
            m_MapsTrans   = new GameObject("MapsPanel").transform;
            m_BuildsTrans = new GameObject("BuildsPanel").transform;
            m_LineTrans   = new GameObject("LinesPanel").transform;
            Util.SetParent(transform, m_MapsTrans);
            Util.SetParent(transform, m_BuildsTrans);
            Util.SetParent(transform, m_LineTrans);
            m_MapsTrans.localScale   = Vector3.one;
            m_BuildsTrans.localScale = Vector3.one;
            m_LineTrans.localScale   = Vector3.one;

            m_HalfCountX = (InitCountX - 1) / 2;
            m_HalfCountY = (InitCountY - 1) / 2;
            var         initCount   = InitCountX * InitCountY;
            PoolManager poolManager = Singleton.GetInstance <PoolManager>();

            m_MapsPool   = poolManager.CreatePool("WorldMaps", (GameObject)objects[0], initCount);
            m_BuildsPool = poolManager.CreatePool("WorldBuilds", (GameObject)objects[1], initCount);
            m_LinesPool  = poolManager.CreatePool("WorldLines", (GameObject)objects[2], 10);
            m_MapAtlas   = objects[3] as SpriteAtlas;
        }
Beispiel #24
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    void Start()
    {
        PM = (PoolManager)FindObjectOfType(typeof(PoolManager));



        PM.CreatePool(StatusAnimationGO[0], 5);
        PM.CreatePool(StatusAnimationGO[1], 5);
        PM.CreatePool(StatusAnimationGO[2], 5);
        PM.CreatePool(StatusAnimationGO[3], 5);



        LevelLoader LL = (LevelLoader)FindObjectOfType(typeof(LevelLoader));


        CALC_PERFECT_SCORE = 1000000f / TAPABLE_PREFABS[LL.Level - 1];
        CALC_GOOD_SCORE    = CALC_PERFECT_SCORE * 0.80f;
        CALC_BAD_SCORE     = CALC_PERFECT_SCORE * 0.30f;

/*
 * Debug.Log("LL.Level " + LL.Level);
 * Debug.Log("CALC_PERFECT_SCORE " + CALC_PERFECT_SCORE);
 * Debug.Log("CALC_GOOD_SCORE " + CALC_GOOD_SCORE);
 * Debug.Log("CALC_BAD_SCORE " + CALC_BAD_SCORE);
 * Debug.Log("TAPABLE_PREFABS[] " + TAPABLE_PREFABS[LL.Level - 1 ]);
 * Debug.Log("VAL " + Mathf.RoundToInt( (float.Parse(TAPABLE_PREFABS[LL.Level - 1 ].ToString()) * CALC_PERFECT_SCORE)));
 */

/*
 * scoreTXT.text = Mathf.RoundToInt(0).ToString();
 * comboTXT.text = currentCombo.ToString();
 */

//TMTXT = TMGO.GetComponent<TextMeshProUGUI>();
//TMCombo = TMGO.GetComponent<TextMeshProUGUI>();
    }
    public new static RechargeRiderMarker Create()
    {
        var         name = "Recharge-Rider-Marker";
        PoolManager pm   = PoolManager.Instance;

        if (!pm.ContainsKey(name))
        {
            RechargeRiderMarker prefab = Resources.Load <RechargeRiderMarker>($"Prefabs/{name}");
            prefab.Key = name;
            pm.CreatePool(prefab);
        }
        RechargeRiderMarker seg = pm.Next <RechargeRiderMarker>(name);

        return(seg);
    }
Beispiel #26
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    public static RechargePellet Create()
    {
        var         name = "Recharge-Pellet";
        PoolManager pm   = PoolManager.Instance;

        if (!pm.ContainsKey(name))
        {
            RechargePellet prefab = Resources.Load <RechargePellet>($"Prefabs/{name}");
            prefab.Key = name;
            pm.CreatePool(prefab);
        }
        RechargePellet seg = pm.Next <RechargePellet>(name);

        return(seg);
    }
Beispiel #27
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    public new static SingleMarker Create()
    {
        var         name = "Single-Marker";
        PoolManager pm   = PoolManager.Instance;

        if (!pm.ContainsKey(name))
        {
            SingleMarker prefab = Resources.Load <SingleMarker>($"Prefabs/{name}");
            prefab.Key = name;
            pm.CreatePool(prefab);
        }
        SingleMarker seg = pm.Next <SingleMarker>(name);

        return(seg);
    }
Beispiel #28
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    public static RailSegment Create()
    {
        var         name = "Rail-Segment";
        PoolManager pm   = PoolManager.Instance;

        if (!pm.ContainsKey(name))
        {
            RailSegment prefab = Resources.Load <RailSegment>($"Prefabs/{name}");
            prefab.Key = name;
            pm.CreatePool(prefab);
        }
        RailSegment seg = pm.Next <RailSegment>(name);

        return(seg);
    }
Beispiel #29
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    void Awake()
    {
        Pool = PoolManager.Instance;
        Pool.CreatePool(PoolType.Particles, CountParticle, PrefabeFX);
        Pool.CreatePool(PoolType.Stick, CountStick, PrefabStick);
        Pool.CreatePool(PoolType.UIHitNormal, CountUIHit, PrefabUiHit);
        Pool.CreatePool(PoolType.UIHitPerfect, CountUIHit, PrefabUIHiTPerfect);
        Pool.CreatePool(PoolType.CritFruit, CountCrit, PrefabCrit);
        Pool.GetObject(PoolType.CritFruit);
        Pool.CreatePool(PoolType.Fruit, 0, null);
        Pool.CreatePool(PoolType.Indicator, 3, PrefabeIndicator);
        Pool.CreatePool(PoolType.UIHItSticks, 2, PrefabUIAmountStick);

        for (int i = 0; i < ArrPreabFruits.Length; i++)
        {
            Pool.AddObject(PoolType.Fruit, ArrPreabFruits[i], CountFruit);
        }

        Pool.MixObjectInPool(PoolType.Fruit);
    }
Beispiel #30
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    private void Awake()
    {
        moverController = GetComponent <MoverController>();

        hitbox = transform.Find("Hitbox").GetComponent <BoxCollider2D>();

        poolManager = Toolbox.GetOrAddComponent <PoolManager>();
        poolManager.CreatePool(bloodSplatter, 150);

        damageInfo        = new DamageInfo();
        damageInfo.damage = 10;


        fsm           = GetComponent <Animator>();
        enemy         = GetComponent <Enemy>();
        enemyAnimator = GetComponent <EnemyAnimator>();
        enemyAudio    = GetComponent <EnemyAudio>();

        frameInfo = new EnemyFrameInfo();
    }