Exemplo n.º 1
0
        /// <summary>
        /// Called by each PoolScript on its own, this adds it to the dictionary.
        /// </summary>
        public static void Add(PoolScript poolScript)
        {
            //check if the PoolScript does not contain a prefab
            if (poolScript.prefab == null)
            {
                //Debug.LogError("Prefab of poolScript: " + poolScript.gameObject.name + " is empty! Can't add poolScript to Pools Dictionary.");
                return;
            }

            //check if the PoolScript has been added already
            if (Pools.ContainsKey(poolScript.prefab))
            {
                //Debug.LogError("PoolScript with prefab " + poolScript.prefab.name + " has already been added to Pools Dictionary.");
                return;
            }

            //add it to dictionary
            Pools.Add(poolScript.prefab, poolScript);
        }
Exemplo n.º 2
0
        /// <summary>
        /// Creates a new PoolScript at runtime. This is being called for prefabs which have not been linked
        /// to a PoolScript in the scene in the editor, but are called via Spawn() nonetheless.
        /// </summary>
        public static void CreatePool(GameObject prefab, int preLoad, bool limit, int maxCount)
        {
            //debug error if poolScript was already added before
            if (Pools.ContainsKey(prefab))
            {
                //Debug.LogError("PoolScript Manager already contains PoolScript for prefab: " + prefab.name);
                return;
            }

            //create new gameobject which will hold the new PoolScript component
            GameObject newPoolGO = new GameObject("PoolScript " + prefab.name);
            //add PoolScript component to the new gameobject in the scene
            PoolScript newPoolScript = newPoolGO.AddComponent <PoolScript>();

            //assign default parameters
            newPoolScript.prefab   = prefab;
            newPoolScript.preLoad  = preLoad;
            newPoolScript.limit    = limit;
            newPoolScript.maxCount = maxCount;
            //let it initialize itself after assigning variables
            newPoolScript.Awake();
        }