public virtual MCgProjectile ConstructObject(FECgProjectileType type) { GameObject go = MonoBehaviour.Instantiate(FCgManager_Prefab.Get().EmptyGameObject); go.name = type.Name; MCgProjectile o = (MCgProjectile)go.AddComponent(TypeMap[type]); return(o); }
public MCgProjectile Fire(FECgProjectileType projectileType, FCgProjectilePayload payload) { return(null); }
public void OnAddToPool(FECgProjectileType e, MCgProjectile o) { o.transform.parent = transform; }
public bool DeAllocate(FECgProjectileType e, int index) { return(Internal.DeAllocate(e, index)); }
public bool IsExhausted(FECgProjectileType e) { return(Internal.IsExhausted(e)); }
public int GetActivePoolSize(FECgProjectileType e) { return(Internal.GetActivePoolSize(e)); }
public virtual void AddToActivePool(FECgProjectileType e, MCgProjectile o) { Internal.AddToActivePool(e, o); }
public virtual void CreatePool(FECgProjectileType e, int size) { Internal.CreatePool(e, size); }