private void UpdateEntries(List <Unit> units) { Clear(); for (int i = units.Count - 1; i >= 0; --i) { TurnOrderEntry entry = Dequeue(); entry.Title = units[i].name; turnOrderEntries.Add(entry); } }
private TurnOrderEntry Dequeue() { Poolable p = GameObjectPoolController.Dequeue(EntryPoolKey); TurnOrderEntry entry = p.GetComponent <TurnOrderEntry>(); entry.transform.SetParent(panel.transform, false); entry.transform.localScale = Vector3.one; entry.gameObject.SetActive(true); entry.Reset(); return(entry); }
private void Enqueue(TurnOrderEntry entry) { Poolable p = entry.GetComponent <Poolable>(); GameObjectPoolController.Enqueue(p); }