private bool returnObject(List <PooledObject> pool, PooledObject obj, bool broadcastMessage = true) { if (broadcastMessage) { obj.BroadcastMessage(POOL_RETURN_METHOD, SendMessageOptions.DontRequireReceiver); } if (pool.Count < pool.Capacity) { obj.transform.SetParent(null); obj.gameObject.SetActive(false); pool.Add(obj); return(true); } Debug.LogWarning("Over pool capacity for " + obj.gameObject.name + " when attempting to return to pool"); return(false); }
private bool returnObject(List<PooledObject> pool, PooledObject obj) { if (pool.Count < pool.Capacity) { obj.BroadcastMessage(POOL_RETURN_METHOD, SendMessageOptions.DontRequireReceiver); obj.transform.parent = null; obj.gameObject.SetActive(false); pool.Add(obj); return true; } return false; }