/// <summary> /// This is called by PoolableInfo components on objects that begin in the Scene, so Pool Boss will know about them and put them in the "Spawned" list. /// </summary> /// <param name="poolable"></param> public static void RegisterPotentialInScenePoolable(PoolableInfo poolable) { if (_potentialInSceneObjects.ContainsKey(poolable)) { return; } _potentialInSceneObjects.Add(poolable, null); }
/// <summary> /// This is called by PoolableInfo components that get spawned, so we know to remove them from the in scene objects list. /// </summary> /// <param name="poolable"></param> public static void UnregisterNonStartInScenePoolable(PoolableInfo poolable) { _potentialInSceneObjects.Remove(poolable); }