ObjectPool management class
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static void | AdvancedPool (IEnumerable< PoolingItem > items) |
| Pool in advance. More...
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static Object | Instantiate (Object original, Vector3 position, Quaternion rotation) |
| Instantiate an object. More...
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static Object | Instantiate (Object original, Vector3 position, Quaternion rotation, Transform parent) |
| Instantiate an object. More...
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static Object | Instantiate (Object original) |
| Instantiate an object. More...
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static Object | Instantiate (Object original, Transform parent) |
| Instantiate an object. More...
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static Object | Instantiate (Object original, Transform parent, bool instantiateInWorldSpace) |
| Instantiate an object. More...
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static T | Instantiate< T > (T original) |
| Instantiate an object. More...
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static T | Instantiate< T > (T original, Vector3 position, Quaternion rotation) |
| Instantiate an object. More...
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static T | Instantiate< T > (T original, Vector3 position, Quaternion rotation, Transform parent) |
| Instantiate an object. More...
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static T | Instantiate< T > (T original, Transform parent) |
| Instantiate an object. More...
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static T | Instantiate< T > (T original, Transform parent, bool instantiateInWorldSpace) |
| Instantiate an object. More...
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static void | Destroy (GameObject gameObject) |
| Destroy GameObject. More...
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static void | DestroyImmediate (GameObject gameObject) |
| Destroy GameObject immediately. More...
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ObjectPool management class
◆ AdvancedPool()
static void AdvancedPool |
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IEnumerable< PoolingItem > |
items | ) |
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static |
Pool in advance.
- Parameters
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items | List of objects to pool |
◆ Destroy()
static void Destroy |
( |
GameObject |
gameObject | ) |
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static |
Destroy GameObject.
- Parameters
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gameObject | GameObject to destroy |
If it is a GameObject under pool management, return it to the pool.
If it is not under management, it is destroyed by Object.Destroy.
◆ DestroyImmediate()
static void DestroyImmediate |
( |
GameObject |
gameObject | ) |
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static |
Destroy GameObject immediately.
- Parameters
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gameObject | GameObject to destroy |
If it is a GameObject under pool management, return it to the pool.
If it is not under management, it is destroyed by Object.DestroyImmediate.
◆ Instantiate() [1/5]
static Object Instantiate |
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Object |
original | ) |
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static |
Instantiate an object.
- Parameters
-
- Returns
- Instantiated object
If there is a pooled object, resume that object.
If there is no pool, it is newly instantiated by Object.Instantiate.
◆ Instantiate() [2/5]
static Object Instantiate |
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Object |
original, |
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Transform |
parent |
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) |
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static |
Instantiate an object.
- Parameters
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original | Original object |
parent | Parent Transform |
- Returns
- Instantiated object
If there is a pooled object, resume that object.
If there is no pool, it is newly instantiated by Object.Instantiate.
◆ Instantiate() [3/5]
static Object Instantiate |
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Object |
original, |
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Transform |
parent, |
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bool |
instantiateInWorldSpace |
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) |
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static |
Instantiate an object.
- Parameters
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original | Original object |
parent | Parent Transform |
instantiateInWorldSpace | If when assigning the parent the original world position should be maintained. |
- Returns
- Instantiated object
If there is a pooled object, resume that object.
If there is no pool, it is newly instantiated by Object.Instantiate.
◆ Instantiate() [4/5]
static Object Instantiate |
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Object |
original, |
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Vector3 |
position, |
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Quaternion |
rotation |
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) |
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static |
Instantiate an object.
- Parameters
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original | Original object |
position | Position |
rotation | Rotation |
- Returns
- Instantiated object
If there is a pooled object, resume that object.
If there is no pool, it is newly instantiated by Object.Instantiate.
◆ Instantiate() [5/5]
static Object Instantiate |
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Object |
original, |
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Vector3 |
position, |
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Quaternion |
rotation, |
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Transform |
parent |
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) |
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static |
Instantiate an object.
- Parameters
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original | Original object |
position | Position |
rotation | Rotation |
parent | Parent Transform |
- Returns
- Instantiated object
If there is a pooled object, resume that object.
If there is no pool, it is newly instantiated by Object.Instantiate.
◆ Instantiate< T >() [1/5]
Instantiate an object.
- Template Parameters
-
- Parameters
-
- Returns
- Instantiated object
If there is a pooled object, resume that object.
If there is no pool, it is newly instantiated by Object.Instantiate.
◆ Instantiate< T >() [2/5]
static T Instantiate< T > |
( |
T |
original, |
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Transform |
parent |
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) |
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static |
Instantiate an object.
- Template Parameters
-
- Parameters
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original | Original object |
parent | Parent Transform |
- Returns
- Instantiated object
If there is a pooled object, resume that object.
If there is no pool, it is newly instantiated by Object.Instantiate.
◆ Instantiate< T >() [3/5]
static T Instantiate< T > |
( |
T |
original, |
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Transform |
parent, |
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bool |
instantiateInWorldSpace |
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) |
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static |
Instantiate an object.
- Template Parameters
-
- Parameters
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original | Original object |
parent | Parent Transform |
instantiateInWorldSpace | If when assigning the parent the original world position should be maintained. |
- Returns
- Instantiated object
If there is a pooled object, resume that object.
If there is no pool, it is newly instantiated by Object.Instantiate.
◆ Instantiate< T >() [4/5]
static T Instantiate< T > |
( |
T |
original, |
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Vector3 |
position, |
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Quaternion |
rotation |
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) |
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static |
Instantiate an object.
- Template Parameters
-
- Parameters
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original | Original object |
position | Position |
rotation | Rotation |
- Returns
- Instantiated object
If there is a pooled object, resume that object.
If there is no pool, it is newly instantiated by Object.Instantiate.
◆ Instantiate< T >() [5/5]
static T Instantiate< T > |
( |
T |
original, |
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Vector3 |
position, |
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Quaternion |
rotation, |
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Transform |
parent |
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) |
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static |
Instantiate an object.
- Template Parameters
-
- Parameters
-
original | Original object |
position | Position |
rotation | Rotation |
parent | Parent Transform |
- Returns
- Instantiated object
If there is a pooled object, resume that object.
If there is no pool, it is newly instantiated by Object.Instantiate.
◆ advancedFrameRate
Advanced Pooling processing frame rate
If processing time is exceeded beyond this frame rate, it waits until the next frame.
When 0 or less is specified for both advancedFrameRate and advancedRatePerFrame, do not wait until all pools are completed.
The default value is 0.
◆ advancedRatePerFrame
Advanced Pooling processing frame rate (multiplication factor relative to the screen refresh rate)
If processing time is exceeded beyond this frame rate, it waits until the next frame.
The default value is 10.
If 0 or less is specified, use advancedFrameRate.
◆ isReady
Returns whether Advanced pooling is completed.