/// <summary> /// 从对象池中取出 阴影投射器的对象 by吴江 /// </summary> /// <param name="_pos"></param> /// <param name="_rot"></param> /// <returns></returns> public ShadowEffecter SpawnShadowEffecter(Vector3 _pos, Quaternion _rot, Transform _parent) { ShadowEffecter shadowEffecter = shadowEffectorPool.Request(_pos, _rot, _parent); if (_parent != null) { shadowEffecter.gameObject.layer = _parent.gameObject.layer; } shadowEffecter.OnSpawned(); return(shadowEffecter); }
/// <summary> /// 将 阴影投射器的对象归还到对象池 by吴江 /// </summary> /// <param name="_indicator"></param> public void DespawnShadowEffecter(ShadowEffecter _shadowEffecter) { _shadowEffecter.OnDespawned(); shadowEffectorPool.Return(_shadowEffecter); }