示例#1
0
    void Awake()
    {
        manager = this;

        for (int i = 0; i < poolingFromHierarchy.Count; ++i)
        {
            PoolingObjectFromHierarchyRequest(poolingFromHierarchy[i]);
        }

        for (int i = 0; i < prePoolingList.Count; ++i)
        {
            CreateInactiveObjectRequset(prePoolingList[i].name, prePoolingList[i].count);
        }
    }
示例#2
0
    void ExactlyLog(string str)
    {
        if (VEasyPoolerManager.manager.useDebugFlow == false)
        {
            return;
        }

        if (VEasyPoolerManager.IsExclude(originName, originTag) == true)
        {
            return;
        }

        Debug.Log(str);
    }
示例#3
0
    //

    //bool isMoving = false;
    //bool useLookAtDirection = false;

    //float speedDotPerFrame = 0.0f;

    //Vector3 direction = new Vector3();
    //Vector3 toPosition = new Vector3();

    //

    void Update()
    {
        if (isDying == true)
        {
            if (lifeTime > 0.0f)
            {
                lifeTime -= Time.deltaTime;
            }
            else
            {
                VEasyPoolerManager.ReleaseObjectRequest(gameObject);
            }
        }
    }
    void Awake()
    {
        manager = this;

        for (int i = 0; i < poolingFromHierarchy.Count; ++i)
        {
            PoolingObjectFromHierarchyRequest(poolingFromHierarchy[i]);
        }

        for (int i = 0; i < prePoolingList.Count; ++i)
        {
            CreateInactiveObjectRequset(prePoolingList[i].name, prePoolingList[i].count);
        }
    }
示例#5
0
 private void OnDestroy()
 {
     VEasyPoolerManager.ReleaseObjectRequest(gameObject);
 }