/// <summary>
        /// Makes the argument objectToMakeUnused marked as unused.  This method is generated to be used
        /// by generated code.  Use Destroy instead when writing custom code so that your code will behave
        /// the same whether your Entity is pooled or not.
        /// </summary>
        public static void MakeUnused(TileCollisionBoxEntity objectToMakeUnused, bool callDestroy)
        {
            mPool.MakeUnused(objectToMakeUnused);

            if (callDestroy)
            {
                objectToMakeUnused.Destroy();
            }
        }
 private static void FactoryInitialize()
 {
     const int numberToPreAllocate = 20;
     for (int i = 0; i < numberToPreAllocate; i++)
     {
         TileCollisionBoxEntity instance = new TileCollisionBoxEntity(mContentManagerName, false);
         mPool.AddToPool(instance);
     }
 }
 /// <summary>
 /// Makes the argument objectToMakeUnused marked as unused.  This method is generated to be used
 /// by generated code.  Use Destroy instead when writing custom code so that your code will behave
 /// the same whether your Entity is pooled or not.
 /// </summary>
 public static void MakeUnused(TileCollisionBoxEntity objectToMakeUnused)
 {
     MakeUnused(objectToMakeUnused, true);
 }