/// <summary> /// Makes the argument objectToMakeUnused marked as unused. This method is generated to be used /// by generated code. Use Destroy instead when writing custom code so that your code will behave /// the same whether your Entity is pooled or not. /// </summary> public static void MakeUnused(Cow2Enemy objectToMakeUnused, bool callDestroy) { mPool.MakeUnused(objectToMakeUnused); if (callDestroy) { objectToMakeUnused.Destroy(); } }
private static void FactoryInitialize() { const int numberToPreAllocate = 20; for (int i = 0; i < numberToPreAllocate; i++) { Cow2Enemy instance = new Cow2Enemy(mContentManagerName, false); mPool.AddToPool(instance); } }
public static Cow2Enemy CreateNew(Layer layer, float x = 0, float y = 0) { Cow2Enemy instance = null; if (string.IsNullOrEmpty(mContentManagerName)) { throw new System.Exception("You must first initialize the factory for this type because it is pooled. You can either add PositionedObjectList of type Cow2Enemy (the most common solution) or call Initialize in custom code"); } instance = mPool.GetNextAvailable(); if (instance == null) { mPool.AddToPool(new Cow2Enemy(mContentManagerName, false)); instance = mPool.GetNextAvailable(); } instance.AddToManagers(layer); instance.X = x; instance.Y = y; foreach (var list in ListsToAddTo) { if (SortAxis == FlatRedBall.Math.Axis.X && list is PositionedObjectList <Cow2Enemy> ) { var index = (list as PositionedObjectList <Cow2Enemy>).GetFirstAfter(x, Axis.X, 0, list.Count); list.Insert(index, instance); } else if (SortAxis == FlatRedBall.Math.Axis.Y && list is PositionedObjectList <Cow2Enemy> ) { var index = (list as PositionedObjectList <Cow2Enemy>).GetFirstAfter(y, Axis.Y, 0, list.Count); list.Insert(index, instance); } else { // Sort Z not supported list.Add(instance); } } if (EntitySpawned != null) { EntitySpawned(instance); } return(instance); }
/// <summary> /// Makes the argument objectToMakeUnused marked as unused. This method is generated to be used /// by generated code. Use Destroy instead when writing custom code so that your code will behave /// the same whether your Entity is pooled or not. /// </summary> public static void MakeUnused(Cow2Enemy objectToMakeUnused) { MakeUnused(objectToMakeUnused, true); }