Common implementation for an object pool used by effects with a template object.
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| void | InitializeWithTemplate (T template) |
| | Initializes the pool.
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| void | Initialize (int poolID, ObjectPoolConfig objectPoolConfig) |
| | Initializes the pool.
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| virtual void | Initialize (int poolID, int poolSize, ObjectPoolStealing stealing) |
| | Initializes the pool.
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| virtual T | RetrieveObject (int index, float priority, long contactPointID) |
| | Retrieves the object at the given index from the pool.
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void | ReturnAllObjectsToPool () |
| | Returns all of this pool's objects to the pool.
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void | Destroy () |
| | Completely disposes and destroys this pool and all of all pooled data and objects.
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void | UpdatePooledObjects () |
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NativeArray< PooledObjectData > | GetPooledObjectDataArray () |
| | Gets a pooled object data array in a form suitable for jobs.
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void | ReinstantiateMissingObjects () |
| | Re-instantiates any objects that have been destroyed. This can happen if a pooled object is made a child of an object that gets destroyed on scene load/unload.
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override T | createPooledObjectInstance (int index) |
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| T | createPooledObjectInstance (int index) |
| | Creates a new instance of a pooled object.
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T | Template [get] |
| | The template used to create all objects for this object pool.
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int | PoolID [get] |
| | The unique identifier for the pool.
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int | PoolSize [get] |
| | The number of objects in the pool.
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ObjectPoolStealing | Stealing [get] |
| | How objects should be "stolen" if there are no available objects in the pool.
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Common implementation for an object pool used by effects with a template object.
- Template Parameters
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| T | The type of object to be pooled. |
◆ InitializeWithTemplate()
| void ImpactCFX.EffectObjectPool< T >.InitializeWithTemplate |
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T | template | ) |
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Initializes the pool.
- Parameters
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| template | The template object. |