Example #1
0
        /////////////////////////////////////////////
        public ObjectPool(int numElements, GameObject go)
        {
            if (numElements < 1)
            {
                Debug.LogError("Failed to init the Object Pool");
                return;
            }

#if DEBUG
            mMinimumAvailableElements = numElements;
#endif

            mActiveObjects    = new List <PoolElement>();
            mAvailableObjects = new Queue <PoolElement>();

            GameObject root = new GameObject("Pool_" + go.name);
            for (int i = 0; i < numElements; i++)
            {
                GameObject newOb = Object.Instantiate(go);
                newOb.transform.parent = root.transform;
                PoolElement component = newOb.GetComponent <PoolElement>();
                if (component == null)
                {
                    Debug.LogError("ObjectPool: the GameObject " + go + " doesn't have a PoolElement component.");
                }
                component.SetProprietaryPool(this);
                component.Deactivate();
                mAvailableObjects.Enqueue(component);
            }
        }
Example #2
0
 //Set an object to disabled
 /////////////////////////////////////////////
 public void Destroy(PoolElement element)
 {
     if (!mActiveObjects.Contains(element))
     {
         Debug.LogWarning("ObjectPool: object is not active " + element + ".");
         return;
     }
     Debug.Log("ObjectPool: deactivating object " + element.gameObject);
     element.Deactivate();
     mActiveObjects.Remove(element);
     mAvailableObjects.Enqueue(element);
 }