public static UnityComponentPool <T> GetPool <T>(string poolName) where T : Component { UnityComponentPool <T> pool = null; if (Pool.ContainsKey(poolName)) { pool = Pool[poolName] as UnityComponentPool <T>; } return(pool); }
private void Start() { Debug.Log("Pool Awake"); for (int i = 0; i < Pool.Count; i++) { var temp = this.Pool[i]; var pool = new UnityComponentPool <Transform>(temp.poolName, temp.prefab, temp.parent, temp.maxCount); //Debug.LogFormat("poolName = {0}, maxCount = {1}, preLoadCount = {2}", temp.poolName, temp.maxCount, temp.preLoadCount); //pool.PreloadAsync(temp.preLoadCount); pool.PreLoad(temp.preLoadCount); } }