void ReCreateAlerts() { foreach (var alert in ActiveItems) { GOPool.Despawn(alert.gameObject); } ActiveItems.Clear(); if (delayCallTask != null) { BattleCoroutine.Kill(delayCallTask); } delayCallTask = BattleCoroutine.Run(AddInitAlerts()); IEnumerator <float> AddInitAlerts() { if (AlertMgr != null) { for (int i = 0; i < AlertMgr.Data.Count; ++i) { if (i >= AlertMgr.Data.Count) { yield break; } yield return(Timing.WaitForSeconds(0.1f)); AddAlert(AlertMgr.Data[i]); } } yield break; } }
void RecreateAlerts() { foreach (var alert in ActiveItems) { GOPool.Despawn(alert.gameObject); } ActiveItems.Clear(); if (delayCallTask != null) { BattleCoroutine.Kill(delayCallTask); } delayCallTask = BattleCoroutine.Run(AddInitAlerts()); }
private void OnAlertShow(UControl p, bool arg1) { if (arg1 == false) { p.GO.transform.position = StartPos.position; GOPool.Despawn(p.GO); } }
public void Despawn() { GOPool p = GOPool.Create(2).Fill(); Transform t; p.Spawn(out t); p.Despawn(t); Assert.AreEqual(p.numActives, 0); }
public void Despawn() { CubeBehaviour cb; GOPool <CubeBehaviour> p = GOPool <CubeBehaviour> .Create(2) .Fill(); p.Spawn(out cb); p.Despawn(cb); Assert.AreEqual(p.numActives, 0); }
public void SetOnDespawn() { GOPool p = GOPool.Create(2) .SetOnDespawn(t => { t.transform.position = -Vector3.right; // GOPool deactivates the object after the lambda has // run. This should be reverted after Spawn() has run. t.gameObject.SetActive(true); }) .Fill("Cube"); Transform i; p.Spawn(out i); p.Despawn(i); Assert.AreEqual(i.position, -Vector3.right); Assert.AreEqual(i.gameObject.activeSelf, false); }
private void OnDespawnAnim(StoneSkipAnim anim) { stonePool.Despawn(anim.stone.transform); }
private void OnSplashAnimDone(SkippingSplash splash) { splash.onAnimDone.RemoveListener(OnSplashAnimDone); splashPool.Despawn(splash.transform); }