An implementation of a EntityView pool to be used with the QuantumEntityViewUpdater.Pool. Add this behaviour to the same game object that the QuantumEntityViewUpdater behaviour is on.
More...
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| void | Awake () |
| | Create pre cached pooled game objects during Awake(). More...
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| virtual GameObject | Create (GameObject prefab, bool activate=true, bool createIfEmpty=true) |
| | Create a pooled game object. More...
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| virtual GameObject | Create (GameObject prefab, Transform parent, bool activate=true, bool createIfEmpty=true) |
| | Create a pooled game object. More...
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| virtual T | Create< T > (T prefab, bool activate=true, bool createIfEmpty=true) |
| | Create a pooled game object and return the component of chose type. More...
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| virtual T | Create< T > (T prefab, Transform parent, bool activate=true, bool createIfEmpty=true) |
| | Create a pooled game object and return the component of chose type. More...
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| virtual void | Destroy (Component component, bool deactivate=true) |
| | Destroy or return the pooled game object that the component is attached to. More...
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| virtual void | Destroy (GameObject instance, bool deactivate=true) |
| | Destroy or return the pooled game object. More...
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| virtual void | Destroy (GameObject instance, float delay) |
| | Destroy or return the pooled game object after a delay. More...
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| bool | IsBorrowed (GameObject gameObject) |
| | Checks if the gameobject was created by the pool. More...
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| void | OnDestroy () |
| | Shutdown the pool. More...
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| virtual void | Prepare (GameObject prefab, int desiredCount) |
| | Create prefab instances and fill the pool. More...
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| void | Update () |
| | Update is used to track deferred pooled game object destroy requests. More...
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An implementation of a EntityView pool to be used with the QuantumEntityViewUpdater.Pool. Add this behaviour to the same game object that the QuantumEntityViewUpdater behaviour is on.
◆ Create< T >() [1/2]
Create a pooled game object and return the component of chose type.
- Template Parameters
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- Parameters
-
| prefab | Prefab to instantiate |
| activate | Call SetActive() on the game object |
| createIfEmpty | Create a new entity if there is no suitable one found in the pool |
- Returns
- Component on the created prefab instance, can be null
Implements Quantum.IQuantumEntityViewPool.
◆ Create() [1/2]
| virtual GameObject Quantum.QuantumEntityViewPool.Create |
( |
GameObject |
prefab, |
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bool |
activate = true, |
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bool |
createIfEmpty = true |
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) |
| |
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inlinevirtual |
Create a pooled game object.
- Parameters
-
| prefab | Prefab to instantiate |
| activate | Call SetActive() on the game object |
| createIfEmpty | Create a new entity if there is no suitable one found in the pool |
- Returns
- An instance of the prefab
Implements Quantum.IQuantumEntityViewPool.
◆ Create< T >() [2/2]
Create a pooled game object and return the component of chose type.
- Template Parameters
-
- Parameters
-
| prefab | Prefab to instantiate |
| parent | Calls SetParent(parent) on the new game object transform when set |
| activate | Call SetActive() on the game object |
| createIfEmpty | Create a new entity if there is no suitable one found in the pool |
- Returns
- Component on the created prefab instance, can be null
Implements Quantum.IQuantumEntityViewPool.
◆ Create() [2/2]
| virtual GameObject Quantum.QuantumEntityViewPool.Create |
( |
GameObject |
prefab, |
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Transform |
parent, |
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|
bool |
activate = true, |
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|
bool |
createIfEmpty = true |
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) |
| |
|
inlinevirtual |
Create a pooled game object.
- Parameters
-
| prefab | Prefab to instantiate |
| parent | Calls SetParent(parent) on the new game object transform when set |
| activate | Call SetActive() on the game object |
| createIfEmpty | Create a new entity if there is no suitable one found in the pool |
- Returns
- An instance of the prefab
Implements Quantum.IQuantumEntityViewPool.
◆ Destroy() [1/3]
| virtual void Quantum.QuantumEntityViewPool.Destroy |
( |
Component |
component, |
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bool |
deactivate = true |
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) |
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inlinevirtual |
Destroy or return the pooled game object that the component is attached to.
- Parameters
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| component | Component that belongs to the pooled game object. |
| deactivate | Call SetActive(false) on the pooled game object before returning it to the pool |
Implements Quantum.IQuantumEntityViewPool.
◆ Destroy() [2/3]
| virtual void Quantum.QuantumEntityViewPool.Destroy |
( |
GameObject |
instance, |
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bool |
deactivate = true |
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) |
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inlinevirtual |
Destroy or return the pooled game object.
- Parameters
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| instance | Poole game object |
| deactivate | Call SetActive(false) on the pooled game object before returning it to the pool |
Implements Quantum.IQuantumEntityViewPool.
◆ Destroy() [3/3]
| virtual void Quantum.QuantumEntityViewPool.Destroy |
( |
GameObject |
instance, |
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float |
delay |
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) |
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inlinevirtual |
Destroy or return the pooled game object after a delay.
- Parameters
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| instance | Poole game object |
| delay | Delay in seconds to complete returning it to the pool |
Implements Quantum.IQuantumEntityViewPool.
◆ Prepare()
| virtual void Quantum.QuantumEntityViewPool.Prepare |
( |
GameObject |
prefab, |
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int |
desiredCount |
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) |
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inlinevirtual |
Create prefab instances and fill the pool.
- Parameters
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| prefab | Prefab to created pooled instances |
| desiredCount | The number of instances to create and add to the pool |
Implements Quantum.IQuantumEntityViewPool.
◆ IsBorrowed()
| bool Quantum.QuantumEntityViewPool.IsBorrowed |
( |
GameObject |
gameObject | ) |
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inline |
Checks if the gameobject was created by the pool.
- Parameters
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- Returns
true when the gameobject was created over the pool.
◆ Awake()
| void Quantum.QuantumEntityViewPool.Awake |
( |
| ) |
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inline |
Create pre cached pooled game objects during Awake().
◆ OnDestroy()
| void Quantum.QuantumEntityViewPool.OnDestroy |
( |
| ) |
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inline |
◆ Update()
| void Quantum.QuantumEntityViewPool.Update |
( |
| ) |
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inline |
Update is used to track deferred pooled game object destroy requests.
◆ PooledCount
| int Quantum.QuantumEntityViewPool.PooledCount |
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get |
Returns how many items are inside the pool in total.
◆ BorrowedCount
| int Quantum.QuantumEntityViewPool.BorrowedCount |
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get |
Returns how many pooled items are currently in use.