public virtual void Evict() { Neighbors.Clear(); PoolManager.GetObjectPool <Dictionary <FaceDirection, IChunk> >().Push(Neighbors); PoolManager.GetMonoBehaviourPool(ConfigManager.UnityProperties.ChunkPhysicsTarget).Push(_physicsTarget); _physicsTarget = null; }
public void AttachPhysicsTarget(ChunkPhysicsTarget target) { _physicsTarget = target; }