/// <summary> /// Sets up the spawn pool for towers /// </summary> void SetupSpawnPool() { PoolGenerator = new ObjectPoolGenerator(); PoolGenerator.SetObjectName("TowerPoolObject"); PoolGenerator.SetPoolCount((GetComponent <TileGeneratorTest>().MapWidth *GetComponent <TileGeneratorTest>().MapHeight) / 2); PoolGenerator.SetPoolParent(GameObject.FindGameObjectWithTag("Tower").transform); PoolGenerator.SetPoolPrefab(BaseTowerPrefab); InactivePoolObjects = new Queue <GameObject>(PoolGenerator.GeneratePool()); }
void SetupSpawnPool() { PoolGenerator = new ObjectPoolGenerator(); PoolGenerator.SetObjectName("BuildPreviewPool"); PoolGenerator.SetPoolCount(2); PoolGenerator.SetPoolParent(PoolParent); PoolGenerator.SetPoolPrefab(PreviewPrefab); PreviewSpawnPool = new Queue <GameObject>(PoolGenerator.GeneratePool()); }
/// <summary> /// Sets up the object spawn pool /// </summary> void InitializeObjectPool() { if (PoolGenerator == null) { PoolGenerator = new ObjectPoolGenerator(); } PoolGenerator.SetObjectName("SelectionPoolObject"); PoolGenerator.SetPoolCount(TileGenerator.MapWidth * TileGenerator.MapHeight); PoolGenerator.SetPoolPrefab(SelectionIcon); PoolGenerator.SetPoolParent(this.transform); InactiveSelectionObjects = new Queue <GameObject>(PoolGenerator.GeneratePool()); }