public GameObject GetFromPool(eEffecType input) { int index = (int)input; for (int i = 0; i < effectList[index].Count; i++) { if (!effectList[index][i].activeInHierarchy) { return(effectList[index][i]); } } GameObject temp = Instantiate(effect[index]); effectList[index].Add(temp); return(temp); }
public GameObject GetEffect(eEffecType input) { return(EffectP.GetFromPool(input)); }