Esempio n. 1
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	/// <summary>
	/// This is called by PoolableInfo components on objects that begin in the Scene, so Pool Boss will know about them and put them in the "Spawned" list.
	/// </summary>
	/// <param name="poolable"></param>
	public static void RegisterPotentialInScenePoolable(PoolableInfo poolable)
	{
		if (_potentialInSceneObjects.ContainsKey(poolable)) {
			return;
		}

		_potentialInSceneObjects.Add(poolable, null);
	}
Esempio n. 2
0
	/// <summary>
	/// This is called by PoolableInfo components that get spawned, so we know to remove them from the in scene objects list.
	/// </summary>
	/// <param name="poolable"></param>
	public static void UnregisterNonStartInScenePoolable(PoolableInfo poolable)
	{
		_potentialInSceneObjects.Remove(poolable);
	}