void Update() { if (_FpsGUIText == null || _BulletNumGUIText == null) { return; } _Frame++; float time = Time.realtimeSinceStartup - _LastUpdateTime; if (INTERVAL_SEC <= time) { // Count FPS float frameRate = _Frame / time; _FpsGUIText.text = "FPS : " + ((int)frameRate).ToString(); _LastUpdateTime = Time.realtimeSinceStartup; _Frame = 0; // Count Bullet Num if (objectPool == null) { objectPool = FindObjectOfType <UbhObjectPool>(); } if (objectPool != null) { int bulletNum = objectPool.GetActivePooledObjectCount(); _BulletNumGUIText.text = "Bullet Num : " + bulletNum.ToString(); } } }
IEnumerator activeRocket() { isShoot = true; rocket.SetActive(true); UbhObjectPool bullet = FindObjectOfType <UbhObjectPool>(); Destroy(bullet.gameObject); yield return(new WaitForSeconds(1.5f)); rocket.SetActive(false); isShoot = false; }
private void DrawProperties() { UbhObjectPool obj = target as UbhObjectPool; EditorGUILayout.Space(); EditorGUILayout.BeginHorizontal(); if (GUILayout.Button("Release All Bullet")) { if (Application.isPlaying && obj.gameObject.activeInHierarchy) { UbhObjectPool.instance.ReleaseAllBullet(); } } EditorGUILayout.EndHorizontal(); EditorGUILayout.Space(); DrawDefaultInspector(); }