Exemple #1
0
 static int GetPool(IntPtr L)
 {
     try
     {
         ToLua.CheckArgsCount(L, 2);
         LuaFramework.ObjectPoolManager obj = (LuaFramework.ObjectPoolManager)ToLua.CheckObject <LuaFramework.ObjectPoolManager>(L, 1);
         string arg0 = ToLua.CheckString(L, 2);
         LuaFramework.GameObjectPool o = obj.GetPool(arg0);
         ToLua.Push(L, o);
         return(1);
     }
     catch (Exception e)
     {
         return(LuaDLL.toluaL_exception(L, e));
     }
 }
Exemple #2
0
 static int CreatePool(IntPtr L)
 {
     try
     {
         ToLua.CheckArgsCount(L, 5);
         LuaFramework.ObjectPoolManager obj = (LuaFramework.ObjectPoolManager)ToLua.CheckObject <LuaFramework.ObjectPoolManager>(L, 1);
         string arg0 = ToLua.CheckString(L, 2);
         int    arg1 = (int)LuaDLL.luaL_checknumber(L, 3);
         int    arg2 = (int)LuaDLL.luaL_checknumber(L, 4);
         UnityEngine.GameObject      arg3 = (UnityEngine.GameObject)ToLua.CheckObject(L, 5, typeof(UnityEngine.GameObject));
         LuaFramework.GameObjectPool o    = obj.CreatePool(arg0, arg1, arg2, arg3);
         ToLua.Push(L, o);
         return(1);
     }
     catch (Exception e)
     {
         return(LuaDLL.toluaL_exception(L, e));
     }
 }
        public GameObject Get(string poolName)
        {
            GameObject result = null;

            if (m_GameObjectPools.ContainsKey(poolName))
            {
                GameObjectPool pool = m_GameObjectPools[poolName];
                result = pool.NextAvailableObject();
                if (result == null)
                {
                    Debug.LogWarning("No object available in pool. Consider setting fixedSize to false.: " + poolName);
                }
            }
            else
            {
                Debug.LogError("Invalid pool name specified: " + poolName);
            }
            return(result);
        }