public void UseTextEffect() { worldCanvas = GameObject.Find("UICanvas_World").transform; deActiveHitDamageTextPool = new List <TextEffect>(); for (int i = 0; i < 5; ++i) { TextEffect newText = Instantiate(TextEffectPrefab, worldCanvas).GetComponent <TextEffect>(); newText.gameObject.SetActive(false); newText.Initialize(OverHitTextReturnToPool, transform.parent); deActiveHitDamageTextPool.Add(newText); } activeHitDamageTextPool = new List <TextEffect>(); }