public static PoolDataAsset GetPoolDatas() { #if !UNITY_ANDROID || UNITY_EDITOR if (PoolDatas == null) { PoolDatas = StreamTools.DeserializeObject <PoolDataAsset>(StreamTools.GetStreamingAssetsPath() + PoolDataAssetsFile); if (PoolDatas == null) { UnityEngine.Debug.Log("Pool asset data is null"); PoolDatas = new PoolDataAsset(); } } #endif return(PoolDatas); }
private void SerPool() { StreamTools.SerializeObject(m_DataAssetTemp, StreamTools.GetStreamingAssetsPath() + ConstantData.PoolDataAssetsFile); }