Property | Type | Description | |
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capAmount | int | ||
onObjectCreation | System.Action |
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persistAcrossScenes | bool | ||
releaseOnSceneTransition | bool | ||
useCap | bool |
Property | Type | Description | |
---|---|---|---|
Awake | void | ||
Clear | void | ||
Initialize | void | ||
OnDestroy | void | ||
ReleaseObjects | void | ||
ReuseObject | |||
SceneTransitioning | void | ||
SendCreationMessage | void |
Method | Description | |
---|---|---|
AddToPool ( int numberToAdd ) : void |
Adds 'numberToAdd' to the pool.
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AmountInPool ( ) : int |
Count of GameObjects currently in the pool.
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Get ( ) : |
Returns an object from the pool
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IncrementPool ( ) : void |
Adds one object to the pool
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PopulatePool ( int numberToPopulate ) : void |
Populates the pool up to 'numberToPopulate' will not add to the pool past that count.
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Release ( ) : void |
Releases an object back to the pool.
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ReleaseObjectsAndClearPool ( ) : void |
Method | Description | |
---|---|---|
Awake ( ) : void | ||
Clear ( ) : void |
Completely resets the pool. Live objects are on their own but pooled objects will be destroyed.
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Initialize ( ) : void | ||
OnDestroy ( ) : void | ||
ReleaseObjects ( ) : void | ||
ReuseObject ( ) : |
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SceneTransitioning ( Scene from, Scene to ) : void | ||
SendCreationMessage ( |
public AddToPool ( int numberToAdd ) : void | ||
numberToAdd | int | Amount to add to the pool. |
return | void |
public PopulatePool ( int numberToPopulate ) : void | ||
numberToPopulate | int | Amount to bring the pool up to. |
return | void |
public static System.Action |
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return | System.Action |