Exemplo n.º 1
0
        /// <summary>
        /// Manually creates a Pool for a prefab.
        /// </summary>
        /// <param name="prefab"></param>
        /// <returns></returns>
        public static PoolBehaviour CreatePool(GameObject prefab)
        {
            CheckInitialize();

            GameObject obj = new GameObject("Pool: " + prefab.name);

            obj.transform.SetParent(s_poolManagerObj.transform);
            PoolBehaviour bhv = obj.AddComponent <PoolBehaviour>();

            bhv.Prefab = prefab;
            bhv.Initialize();
            return(bhv);
        }
Exemplo n.º 2
0
        public override void OnInspectorGUI()
        {
            base.OnInspectorGUI();

            if (GUI.changed)
            {
                //TODO: initialize only if prefab changes
                m_target.Initialize();
            }

            int preCachedCount = EditorGUILayout.DelayedIntField("Pre-Cached Instances", m_target.transform.childCount);

            if (preCachedCount != m_target.transform.childCount)
            {
                m_target.PreCacheInstances(preCachedCount);
            }

            if (GUILayout.Button("Add Scene Instances to Pool"))
            {
                List <GameObject> gameObjects = GetAllObjectsInScene();
                foreach (GameObject go in gameObjects)
                {
                    //Debug.Log(go.name + " --> " + PrefabUtility.GetPrefabObject(go) + ", " + PrefabUtility.GetPrefabParent(go) + ", " + PrefabUtility.GetPrefabType(go));
#if UNITY_2018_3_OR_NEWER
                    if (PrefabUtility.GetCorrespondingObjectFromSource(go) == m_target.Prefab)
#else
                    if (PrefabUtility.GetPrefabParent(go) == m_target.Prefab)
#endif
                    {
                        if (m_target.TryAddGameObjectToPool(go))
                        {
                            Debug.Log("Found " + go.name);
                        }
                    }
                }
            }
        }
Exemplo n.º 3
0
 private void OnEnable()
 {
     m_target = target as PoolBehaviour;
     m_target.Initialize();
 }