/// <summary> /// Instantiates a new PoolObject and adds it to the correct list. /// </summary> /// <param name="poolObjectToSpawn">Object to instnatiate.</param> /// <param name="poolListToAdd">List to add.</param> private void InstantiateNewPoolObject(PoolObjects poolObjectToSpawn, List <PoolObjects> poolListToAdd, Transform parentHolder) { //New poolObject PoolObjects newPoolObject = (PoolObjects)Instantiate(poolObjectToSpawn, parentHolder, false); //First, we set it to be disabled newPoolObject.DisablePoolObject(); //newPoolObject.transform.SetParent(parentHolder); //Add to the pool list poolListToAdd.Add(newPoolObject); }
/// <summary> /// Instantiates a new PoolObject and adds it to the correct list. /// </summary> /// <param name="poolObjectToSpawn">Object to instnatiate.</param> /// <param name="poolListToAdd">List to add.</param> private void InstantiateNewPoolObject(PoolObjects poolObjectToSpawn, List <PoolObjects> poolListToAdd) { //New poolObject PoolObjects newPoolObject = (PoolObjects)Instantiate(poolObjectToSpawn, Vector3.zero, Quaternion.identity); //First, we set it to be disabled newPoolObject.DisablePoolObject(); newPoolObject.transform.parent = parentGameObject.transform; //Add to the pool list poolListToAdd.Add(newPoolObject); }
/// <summary> /// Disables pool object selected. /// </summary> /// <param name="poolObject">The pool object to disable</param> public void DisablePoolObjectItem(PoolObjects poolObject) { poolObject.DisablePoolObject(); }