private void DestroyPoolObserver() { if (_poolObserver != null) { _poolObserver.Deactivate(); if (_poolObserver.entitiesContainer != null) { Destroy(_poolObserver.entitiesContainer); } _poolObserver = null; } }
private void SetupPoolObserver() { // Optional debugging (Its helpful.) #if (!ENTITAS_DISABLE_VISUAL_DEBUGGING && UNITY_EDITOR) //TODO: Sometimes there are two of these in the hierarchy. Prevent that - srivello PoolObserverBehaviour poolObserverBehaviour = GameObject.FindObjectOfType <PoolObserverBehaviour>(); if (poolObserverBehaviour == null) { _poolObserver = new PoolObserver(_pool); //Set as a child to unclutter hierarchy _poolObserver.entitiesContainer.transform.SetParent(transform); } //Helpful if you want to see the pools in the hierarchy after you STOP the scene. Rarely needed - srivello //Object.DontDestroyOnLoad (poolObserver.entitiesContainer); #endif }