public void PrePoolEffect(IEffectData data, int prePoolCount) { string effectID = data.GetEffectID(); UnityComponentPool <EffectPlayerComponentBase> effectPool = GetOrCreatePool(data, effectID); effectPool.PrePooling(prePoolCount); }
public EffectPlayCommand GetEffect(IEffectData data) { string effectID = data.GetEffectID(); UnityComponentPool <EffectPlayerComponentBase> effectPool = GetOrCreatePool(data, effectID); EffectPlayerComponentBase unusedEffect = effectPool.Spawn(); unusedEffect.SetEffectID(effectID); EffectPlayCommand playCommand = _commandPool.Spawn(); playCommand.Init(unusedEffect, DespawnCommand); return(playCommand); }