Exemple #1
0
        /// <summary>
        /// Creates the waiting pool or tries to reuse one if there's already one available
        /// </summary>
        protected virtual void CreateWaitingPool()
        {
            if (!NestWaitingPool)
            {
                return;
            }

            if (!MutualizeWaitingPools)
            {
                // we create a container that will hold all the instances we create
                _waitingPool = new GameObject(DetermineObjectPoolName());
                _objectPool  = _waitingPool.AddComponent <MMMiniObjectPool>();
                _objectPool.PooledGameObjects = new List <GameObject>();
                return;
            }
            else
            {
                GameObject waitingPool = GameObject.Find(DetermineObjectPoolName());
                if (waitingPool != null)
                {
                    _waitingPool = waitingPool;
                    _objectPool  = _waitingPool.MMFGetComponentNoAlloc <MMMiniObjectPool>();
                }
                else
                {
                    _waitingPool = new GameObject(DetermineObjectPoolName());
                    _objectPool  = _waitingPool.AddComponent <MMMiniObjectPool>();
                    _objectPool.PooledGameObjects = new List <GameObject>();
                }
            }
        }
Exemple #2
0
        /// <summary>
        /// Creates the waiting pool or tries to reuse one if there's already one available
        /// </summary>
        protected virtual void CreateWaitingPool()
        {
            if (!MutualizeWaitingPools)
            {
                // we create a container that will hold all the instances we create
                _objectPool = this.gameObject.AddComponent <MMMiniObjectPool>();
                _objectPool.PooledGameObjects = new List <GameObject>();
                return;
            }
            else
            {
                MMMiniObjectPool waitingPool = ExistingPool(DetermineObjectPoolName(GameObjectToPool));

                if (waitingPool != null)
                {
                    _waitingPool = waitingPool.gameObject;
                    _objectPool  = waitingPool;
                }
                else
                {
                    GameObject newPool = new GameObject();
                    newPool.name = DetermineObjectPoolName(GameObjectToPool);
                    _objectPool  = newPool.AddComponent <MMMiniObjectPool>();
                    _objectPool.PooledGameObjects = new List <GameObject>();
                    AddPool(_objectPool);
                }
            }
        }
Exemple #3
0
 /// <summary>
 /// Adds a pooler to the static list if needed
 /// </summary>
 /// <param name="pool"></param>
 public static void AddPool(MMMiniObjectPool pool)
 {
     if (_pools == null)
     {
         _pools = new List <MMMiniObjectPool>(_initialPoolsListCapacity);
     }
     if (!_pools.Contains(pool))
     {
         _pools.Add(pool);
     }
 }
Exemple #4
0
 /// <summary>
 /// Removes a pooler from the static list
 /// </summary>
 /// <param name="pool"></param>
 public static void RemovePool(MMMiniObjectPool pool)
 {
     _pools?.Remove(pool);
 }