예제 #1
0
        public System.Collections.Generic.IEnumerator <float> InitializePool(params Pool[] aditionalScenePools)
        {
            if (State == ScenePoolState.NotInitialized)
            {
                Debugging.DevDebug.Log(() => $"Initializing pools {name}", this);
                State = ScenePoolState.Initializing;
                allScenePools.AddRange(m_scenesPool);
                allScenePools.AddRange(aditionalScenePools);
                foreach (Pool pool in allScenePools)
                {
                    if (pool == null)
                    {
                        Debugging.Logger.LogError("Pool element is null", gameObject);
                    }
                    else
                    {
                        while (Asynchronous.WorkScheduler.Instance.IsToSkipToNextFrame)
                        {
                            yield return(0);
                        }
                        Debugging.DevDebug.Log(() => $"Initializing pool: {pool.name}", this);
                        yield return(MEC.Timing.WaitUntilDone(MEC.Timing.RunCoroutine(pool.InitializePool(this))));

                        Debugging.DevDebug.Log(() => $"Initialized pool: {pool.name}", this);
                    }
                }
                Debugging.DevDebug.Log(() => $"Initialized pools {name}", this);
                State = ScenePoolState.Initialized;
            }
            else
            {
                Debugging.Logger.LogError("Trying to initialize a pool that is already initialized");
            }
        }
예제 #2
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        public Asynchronous.AsyncTimingOperation FinalizePool(bool destroySelf, bool isDestroying = false)
        {
            if (State != ScenePoolState.Initialized)
            {
                return(new Asynchronous.AsyncTimingOperation());
            }
            State = ScenePoolState.Finalizing;
            var result = new Asynchronous.AsyncTimingOperation(FinalizePoolCoroutine(destroySelf, isDestroying));

            result.Run();
            return(result);
        }
예제 #3
0
        public System.Collections.Generic.IEnumerator <float> FinalizePoolCoroutine(bool destroySelf, bool isDestroying = false)
        {
            foreach (Pool pool in allScenePools)
            {
                pool.ReturnAllObjectsToPool(isDestroying);
                pool.FinalizePool(this);
                yield return(Timing.WaitForOneFrame);
            }

            if (destroySelf)
            {
                Destroy(gameObject);
            }
            yield return(0);

            State = ScenePoolState.NotInitialized;
        }
예제 #4
0
 private void Awake()
 {
     isQuitting = false;
     State      = ScenePoolState.NotInitialized;
 }