public GameObject InstantialeEffect(Effect_ID ID,Vector3 pos) { GameObject effect; effect = (GameObject)Instantiate(effectList[(int)ID],pos,transform.rotation); effect.SetActive(true); Destroy(effect,1f); return effect; }
public GameObject GetFreeObject(Effect_ID ID, Vector3 pos){ for (int j = 0; j < PoolUnit; j++) { if (effectPool [(int)ID, j].activeInHierarchy == false) { effectPool [(int)ID, j].transform.position = pos; effectPool [(int)ID, j].SetActive (true); return effectPool [(int)ID, j]; } } return null; }