Пример #1
0
 public void InstantiatePool(EffectOutlet owner)
 {
     this.owner = owner;
     pool       = new Pool <GameObject> ();
     pool.pool  = new List <GameObject> ();
     for (int i = 0; i < capacity; i++)
     {
         GameObject effectClone = GameObject.Instantiate(effect.prefab) as GameObject;
         effectClone.transform.parent = owner.transform;
         if (effect.disableLoopingParticles)
         {
             var particles = effectClone.GetComponentsInChildren <ParticleSystem> ();
             for (int p = 0; p < particles.Length; p++)
             {
                 particles[p].loop = false;
             }
         }
         effectClone.SetActive(false);
         pool.pool.Add(effectClone);
     }
 }
Пример #2
0
 void Awake()
 {
     instance = this;
 }