void Start() { pixelsPool = GetComponent <PixelsPool>(); DontDestroyOnLoad(this); containerObject = new GameObject("ObjectPool"); Scene = new GameObject("Scene"); pixelsPool.Init(containerObject.transform, Scene.transform); DontDestroyOnLoad(containerObject); DontDestroyOnLoad(Scene); pool = new Dictionary <string, List <SceneObject> >(); foreach (ObjectPoolEntry poe in Entries) { for (int a = 0; a < poe.Count; a++) { if (pool.ContainsKey(poe.Prefab.name) == false) { pool.Add(poe.Prefab.name, new List <SceneObject>()); } SceneObject so = CreateSceneObject(poe.Prefab); pool[so.name].Add(so); } } }
void Start() { pixelsPool = GetComponent <PixelsPool> (); pooledObjects = new List <SceneObject> (); pooledObjects_smallBlock = new List <SceneObject> (); pooledObjects_extraSmallBlock = new List <SceneObject> (); DontDestroyOnLoad(this); containerObject = new GameObject("ObjectPool"); Scene = new GameObject("Scene"); pixelsPool.Init(containerObject.transform, Scene.transform); DontDestroyOnLoad(containerObject); DontDestroyOnLoad(Scene); // foreach (ObjectPoolEntry poe in Entries) { // for (int a=0; a<poe.Count; a++) { // pooledObjects.Add (poe.Prefab); // } // } int id = 0; for (int i = 0; i < Entries.Length; i++) { var objectPrefab = Entries[i]; //create the repository for (int n = 0; n < objectPrefab.Count; n++) { SceneObject newObj = CreateSceneObject(objectPrefab.Prefab); newObj.gameObject.SetActive(false); // SceneObject newObj = Instantiate(objectPrefab.Prefab) as SceneObject; // pooledObjects.Add (newObj); // newObj.name = objectPrefab.Prefab.name; PoolObject(newObj); newObj.id = id; id++; } } Restart(); }