public GameObject Add(string strResID, Transform tmParent, bool show) { // 큐에 있는 오브젝트 리턴 (없으면 생성). GameObject go = _Dequeue(); if (null == go) { Object obj = Resources.Load(strResID); if (null == obj) { #if UNITY_EDITOR Debug.LogError("GPool::Add not found = " + strResID); #endif return(null); } go = GameObject.Instantiate(obj) as GameObject; GPoolResID poolID = go.AddComponent <GPoolResID>(); poolID.id = strResID; } Transform tm = go.transform; tm.parent = tmParent; // tm.localPosition = Vector3.zero; // tm.localRotation = Quaternion.identity; // tm.localScale = Vector3.one; go.SetActive(show); return(go); }
public void PreLoad(string strResID, Transform tmParent) { // 불러오기. GameObject go = GameObject.Instantiate(Resources.Load(strResID)) as GameObject; GPoolResID poolID = go.AddComponent <GPoolResID>(); poolID.id = strResID; go.transform.parent = tmParent; go.SetActive(false); m_queueFree.Enqueue(go); }