Hydrogen Framework
1.3.1
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A drop in implementation of the Hydrogen.Core.ObjectPool. This simply makes the class an accessible singleton with some very simple additional functionality. More...
Static Public Member Functions | |
static bool | Exists () |
Does an Object Pool already exist? More... | |
Public Attributes | |
bool | Persistent = true |
Should this object pool survive scene switches? More... | |
Public Attributes inherited from Hydrogen.Core.ObjectPool | |
bool | CullExtras |
Should extra objects be culled when not in use? More... | |
float | CullInterval = 3f |
How often should we look at culling extra objects. More... | |
bool | HandleParticles = true |
Should particle systems be appropriately handled when despawning? More... | |
ObjectPoolCollection[] | ObjectPools |
Our pooled object collections. More... | |
int | PreloadAmount = 5 |
The number of objects to preload in an Object Pool. More... | |
bool | SlowMessage |
Should Unity's SendMessage be used. (OnSpawned, WaitToDespawn, OnDespawned) More... | |
bool | SpawnMore = true |
Should additional objects be spawned as needed? More... | |
bool | TrackObjects |
Should objects be tracked when they are spawned? More... | |
Protected Member Functions | |
override void | Awake () |
Unity's Awake Event More... | |
Protected Member Functions inherited from Hydrogen.Core.ObjectPool | |
virtual void | Update () |
Unity's Update Event More... | |
Properties | |
static hObjectPool | Instance [get] |
Gets the object pool instance, creating one if none is found. More... | |
Additional Inherited Members | |
Public Member Functions inherited from Hydrogen.Core.ObjectPool | |
int | Add (GameObject prefab) |
Add a Prefab or GameObject to the Object Pool. More... | |
int | Add (GameObject prefab, int preloadAmount) |
Add a Prefab or GameObject to the Object Pool. More... | |
int | Add (GameObject prefab, int preloadAmount, bool spawnMore, bool slowMessage, bool handleParticles, bool trackSpawned, bool cullExtras, float cullInterval) |
Add a Prefab or GameObject to the Object Pool. More... | |
int[] | Add (GameObject[] prefabs) |
Add an array of Prefabs or GameObjects to the Object Pool. More... | |
int[] | Add (GameObject[] prefabs, int preloadAmount) |
Add an array of Prefabs or GameObjects to the Object Pool. More... | |
int[] | Add (GameObject[] prefabs, int preloadAmount, bool spawnMore, bool slowMessage, bool handleParticles, bool trackSpawned, bool cullExtras, float cullInterval) |
Add an array of Prefabs or GameObjects to the Object Pool. More... | |
void | Despawn (Transform transform) |
Despawn the specified Transform's GameObject back into it's Object Pool. More... | |
void | Despawn (GameObject gameObject) |
Despawn the specified GameObject back into it's Object Pool. More... | |
void | Despawn (Transform transform, int poolID) |
Despawn the specified Transform's GameObject back into it's Object Pool. More... | |
void | Despawn (GameObject gameObject, int poolID) |
Despawn the specified GameObject back into it's Object Pool. More... | |
int | GetPoolID (GameObject gameObject) |
Gets the Pool ID for the GameObject. More... | |
int | GetPoolID (string prefabName) |
Gets the Pool ID by name. More... | |
bool | Remove (GameObject gameObject, bool destroyImmediate) |
Remove the specified GameObject from it's Object Pool. More... | |
GameObject | Spawn (Transform transform) |
Spawn a GameObject from it's Object Pool. More... | |
GameObject | Spawn (GameObject gameObject) |
Spawn a GameObject from it's Object Pool. More... | |
GameObject | Spawn (Transform transform, Vector3 position, Quaternion rotation) |
Spawn a GameObject from it's Object Pool. More... | |
GameObject | Spawn (GameObject gameObject, Vector3 position, Quaternion rotation) |
Spawn a GameObject from it's Object Pool. More... | |
GameObject | Spawn (int poolID) |
Spawn a GameObject from it's Object Pool. More... | |
GameObject | Spawn (int poolID, Vector3 position, Quaternion rotation) |
Spawn a GameObject from it's Object Pool. More... | |
A drop in implementation of the Hydrogen.Core.ObjectPool. This simply makes the class an accessible singleton with some very simple additional functionality.
Definition at line 36 of file hObjectPool.cs.
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protectedvirtual |
Unity's Awake Event
Reimplemented from Hydrogen.Core.ObjectPool.
Definition at line 94 of file hObjectPool.cs.
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static |
Does an Object Pool already exist?
Definition at line 86 of file hObjectPool.cs.
bool hObjectPool.Persistent = true |
Should this object pool survive scene switches?
Definition at line 41 of file hObjectPool.cs.
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staticget |
Gets the object pool instance, creating one if none is found.
The Object Pool.
Definition at line 63 of file hObjectPool.cs.