public void DeleteObj(int _type, GameObject _obj) { switch (_type) { case 1: Pool_MonsterA.Enqueue(_obj); break; case 2: Pool_MonsterB.Enqueue(_obj); break; case 3: Pool_MonsterC.Enqueue(_obj); break; case 4: Pool_BulletA.Enqueue(_obj); break; case 5: Pool_BulletB.Enqueue(_obj); break; case 6: Pool_BulletC.Enqueue(_obj); break; case 7: Pool_BossBullet.Enqueue(_obj); break; } _obj.SetActive(false); }
public GameObject MakeObj(int _type) { GameObject temp; switch (_type) { case 1: temp = Pool_MonsterA.Dequeue(); break; case 2: temp = Pool_MonsterB.Dequeue(); break; case 3: temp = Pool_MonsterC.Dequeue(); break; case 4: temp = Pool_BulletA.Dequeue(); break; case 5: temp = Pool_BulletB.Dequeue(); break; case 6: temp = Pool_BulletC.Dequeue(); break; case 7: temp = Pool_BossBullet.Dequeue(); break; default: temp = Pool_BossBullet.Dequeue(); break; } temp.SetActive(true); return(temp); }