private void Reset(BunkerPoolList key, GameObject obj) { GameObjectPool <GameObject> pool = bunkerPoolDictionary[key]; obj.SetActive(false); pool.push(obj); }
public void Remove(BunkerPoolList key, GameObject obj) { if (activeList.Remove(obj)) { Debug.Log("Count " + activeList.Count + "key " + key); Reset(key, obj); } }
public GameObject Pop(BunkerPoolList key) { GameObjectPool <GameObject> pool = bunkerPoolDictionary[key]; GameObject obj = pool.pop(); obj.SetActive(true); activeList.Add(obj); return(obj); }
public void WillBuildBunker(BunkerPoolList towerKey) { var obj = BunkerObjectPool.Instance.Pop(towerKey).GetComponent <Building>(); WillBuildSetup((int)towerKey, obj); }