public void Despawn() { if (_pool != null) { _pool.Despawn(gameObject); } else { Destroy(gameObject); } }
public void DirectDespawn() { BeginBenchmark(); { // NOTE: Despawning in reverse spawn order is faster than spawn order for (var i = spawnedPrefabs.Count - 1; i >= 0; i--) { PrefabPool.Despawn(spawnedPrefabs[i]); } spawnedPrefabs.Clear(); } EndBenchmark("DirectDespawn"); }
IEnumerator CR_Lifetime() { yield return(new WaitForSeconds(_lifeTime)); if (_delete == false) { if (_pool == null) { _objectToDeactivate.SetActive(false); } else { _pool.Despawn(_objectToDeactivate); Debug.Log(gameObject + " Lifetime reached"); } } else { Destroy(_objectToDeactivate); } }
public void Despawn() => _pool.Despawn(gameObject);