public void Despawn()
 {
     if (_pool != null)
     {
         _pool.Despawn(gameObject);
     }
     else
     {
         Destroy(gameObject);
     }
 }
Example #2
0
        public void DirectDespawn()
        {
            BeginBenchmark();
            {
                // NOTE: Despawning in reverse spawn order is faster than spawn order
                for (var i = spawnedPrefabs.Count - 1; i >= 0; i--)
                {
                    PrefabPool.Despawn(spawnedPrefabs[i]);
                }

                spawnedPrefabs.Clear();
            }
            EndBenchmark("DirectDespawn");
        }
Example #3
0
    IEnumerator CR_Lifetime()
    {
        yield return(new WaitForSeconds(_lifeTime));

        if (_delete == false)
        {
            if (_pool == null)
            {
                _objectToDeactivate.SetActive(false);
            }

            else
            {
                _pool.Despawn(_objectToDeactivate);
                Debug.Log(gameObject + " Lifetime reached");
            }
        }

        else
        {
            Destroy(_objectToDeactivate);
        }
    }
 public void Despawn() => _pool.Despawn(gameObject);