public GameObject PopFromPool(string strPoolName, int iIndex) { //인덱스 기반 대출 CharObjectPool pool = GetPoolItem(strPoolName); if (pool == null) { return(null); } return(pool.PopFromPoll(iIndex)); }
public bool PushToPool(string strPoolName, int iIndex, GameObject item) { //인덱스 기반 반납 CharObjectPool pool = GetPoolItem(strPoolName); if (pool.name == string.Empty) { return(false); } pool.PushToPool(item, iIndex, pool.transform); return(true); }
public void Set(string strPoolName, string [] strPrefabs, int [] iarr, int iObjectCount) { //서로 다른 오브젝트를 풀링으로 관리 try { GameObject ObjectPool = ResourceLoader.CreatePrefab("Prefabs/CharObjectPool"); //오브젝트 풀링 ObjectPool.name = strPoolName; CharObjectPool Pool = ObjectPool.GetComponent <CharObjectPool>(); Pool.Init(strPrefabs, iarr, iObjectCount, Pool.transform); m_PoolManger.Add(Pool); //게임 오브젝트로 생성한 뒤 하위 컴포넌트로 셋팅 } catch (NullReferenceException ex) { Debug.Log(ex); } }