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Runtime Spawner 1.5.0
Generic Runtime spawn and instance pooling system for spawning random AI agents around a map. Works with ANY AI system easily.
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Abstraction over the project’s pooling layer so the spawner system isn’t tightly coupled to a specific pool implementation. More...
Public Member Functions | |
| GameObject | Get (GameObject prefab) |
| Retrieves (or instantiates) an instance of prefab from the pool. | |
| void | Return (GameObject instance) |
| Returns an instance back to the pool. | |
| void | EnsurePool (GameObject prefab, int count) |
| Ensures a pool exists for prefab with at least count prewarmed instances. | |
Abstraction over the project’s pooling layer so the spawner system isn’t tightly coupled to a specific pool implementation.
| void MegaCrush.Spawner.IPoolAdapter.EnsurePool | ( | GameObject | prefab, |
| int | count ) |
Ensures a pool exists for prefab with at least count prewarmed instances.
| prefab | Prefab to pool. |
| count | Number of instances to precreate. |
Implemented in MegaCrush.Spawner.PoolAdapter.
| GameObject MegaCrush.Spawner.IPoolAdapter.Get | ( | GameObject | prefab | ) |
Retrieves (or instantiates) an instance of prefab from the pool.
| prefab | The prefab to get an instance of. |
Implemented in MegaCrush.Spawner.PoolAdapter.
| void MegaCrush.Spawner.IPoolAdapter.Return | ( | GameObject | instance | ) |
Returns an instance back to the pool.
| instance | The instance to return. |
Implemented in MegaCrush.Spawner.PoolAdapter.