private static void GetAndSetPoolData(DataConfigSOPool data) { GameObjectPool targetPool = GetPoolForObject(data.PoolObject); targetPool.CapacityMin = data.PoolMinimumInstanceLimit; targetPool.CapacityMax = data.PoolMaximumInstanceLimit; targetPool.SpilloverAllowance = data.SpilloverAllowance; }
public static GameObject Pooled( DataConfigSOPool data, Transform t, bool updatePoolProperties = true) { if (updatePoolProperties) { GetAndSetPoolData(data); } return(Pooled(data.PoolObject, t)); }
public static GameObject Pooled( DataConfigSOPool data, Vector3 p, Quaternion r, bool updatePoolProperties = false) { if (updatePoolProperties) { GetAndSetPoolData(data); } return(Pooled(data.PoolObject, p, r)); }