// Use this for initialization void Start() { var objPoolMgr = FindObjectOfType <ObjectPoolMgr>(); if (objPoolMgr) { mObjPool = objPoolMgr.GetObjectPool(FirableType); } }
bool create_able; // 생성 가능한지 ? // Use this for initialization void Start () { Instance = this; monsterPool = new DObjectPool[monster.Length]; for (int i = 0; i < monster.Length; i++ ) { monsterPool[i] = new DObjectPool(monster[i],i); } create_able = NextIndex(); }
bool create_able; // 생성 가능한지 ? // Use this for initialization void Start() { Instance = this; monsterPool = new DObjectPool[monster.Length]; for (int i = 0; i < monster.Length; i++) { monsterPool[i] = new DObjectPool(monster[i], i); } create_able = NextIndex(); }
// Use this for initialization void Start () { instance = this; objectPool = new DObjectPool[coinArray.Length]; for (int i = 0; i < coinArray.Length; i++) { objectPool[i] = new DObjectPool(coinArray[i].gameObject,0); } for (int i = 0; i < coinArray.Length; i++) { for (int j = 0; j < 10; j++) { objectPool[i].GetAble().SetActive(false); } } }
// Use this for initialization void Start() { instance = this; objectPool = new DObjectPool[coinArray.Length]; for (int i = 0; i < coinArray.Length; i++) { objectPool[i] = new DObjectPool(coinArray[i].gameObject, 0); } for (int i = 0; i < coinArray.Length; i++) { for (int j = 0; j < 10; j++) { objectPool[i].GetAble().SetActive(false); } } }