private void Awake() { pool = new GameObjectPool <ParticleSystem>(parent: transform, prefab: prefab.gameObject, size: 2, grow: false); pool.Fill(); }
private void Awake() { pool = new GameObjectPool <Explosion>(transform, prefab, 16, true) { OnWillDespawn = e => { e.Despawn(); } }; pool.Fill(); }
private void Awake() { pool = new GameObjectPool <Projectile>(transform, prefab, 128, true) { OnWillSpawn = p => { p.tag = "Untagged"; } }; pool.Fill(); }
private void Awake() { players = new GameObjectPool <Player>(parent: transform, prefab: prefab, size: 1, grow: false) { OnWillDespawn = p => { p.transform.position = Vector3.left * 1000f; p.Deactivate(); } }; players.Fill(); }
private void Awake() { pool = new GameObjectPool <HitEffect>(transform, prefab, 4, true); pool.Fill(); }
private void Awake() { pool = new GameObjectPool <Multiplier>(parent, prefab, 64, true); pool.Fill(); }
private void Awake() { pool = new GameObjectPool <Turret>(transform, prefab, 32, true); pool.Fill(); }