Object Pooling 1.2.0
Simple Object Pooling system for Unity Game Objects. It instantiates a pool of prefabs and manages their lifecycle.
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CMegaCrush.ObjectPool.Interfaces.IPooledDespawnHandler | Invoked by the pool immediately before an instance is DEACTIVATED and returned. Use this to stop loops, clear state, and unsubscribe events |
CMegaCrush.ObjectPool.Interfaces.IPooledSpawnHandler | Invoked by the pool immediately after an instance is ACTIVATED and handed out. Use this for SFX/VFX or any "spawn-time" setup you do not want to run during warmup |
▼CMonoBehaviour | |
CMegaCrush.ObjectPool.PoolManager | Simple pooling system for GameObjects |
CMegaCrush.ObjectPool.ReturnInstanceTimer | Automatically return an object to the Pool when the timer expires |
CMegaCrush.ObjectPool.PoolObjects | Holds instances for a single prefab pool |
CMegaCrush.ObjectPool.PoolObjectSetting | Which prefab we want to pool and how many copies |