public InstantObject GetParticleEffect(ParticleList type) { Queue <InstantObject> container = null; GameObject prefab = null; switch (type) { case ParticleList.Explosion: container = _explosionEffect; prefab = GameData.PrefabExplosion; break; case ParticleList.HitEffectA: container = _hitEffectA; prefab = GameData.PrefabHitEffectA; break; } if (container.Count == 0) { AddToContainer(prefab, container); } InstantObject rv = container.Dequeue(); rv.gameObject.SetActive(true); return(rv); }
public static void Start() { InstantObject.Reset(); world = PP.New(); }
public void Initialize() { InstantObject.Reset(); }