PoolGen
1.0
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Data to be used for an object pool More...
Public Member Functions | |
void | TimedDespawn (PoolUser user) |
Despawn a PoolUser after a set amount of time More... | |
Static Public Member Functions | |
static int | GenerateUniqueID (IEnumerable< PoolPrefab > list) |
Generate an ID that hasn't been used in the specified list of PoolPrefab More... | |
Properties | |
bool | Active [get, set] |
Activated status of this PoolPrefab More... | |
bool | CanExpand [get, set] |
Allows objects to be pooled past the PoolSize limit. Does not change PoolSize More... | |
int | ID [get, set] |
Identification number for this PoolPrefab More... | |
PoolManager.PoolInitializationType | InitializationType [get, set] |
Decides when the ObjectPool should be initialized More... | |
bool | IsNetworked [get, set] |
Will the object pool use Unity's networking system. This should be set before the object pool is initialized (or before objects are first pooled). More... | |
bool | IsPrefabSet [get] |
Is the Prefab object set More... | |
int | PoolSize [get, set] |
How many objects should be pooled at the start. Also will be used to decide how many objects that should be kept in the case that more objects are pooled higher than the limit. This value doesn't change when the pool expands using CanExpand. More... | |
GameObject | Prefab [get, set] |
The GameObject to be instantiated for the pool More... | |
bool | ReuseSpawned [get, set] |
Reuse the oldest spawned object in the pool if the pool is empty More... | |
float | TimeToDespawn [get, set] |
Time before automatic despawn More... | |
float | Weight [get, set] |
Weight of random chance to be spawned. The higher the weight, the higher the chance. More... | |
Data to be used for an object pool
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static |
Generate an ID that hasn't been used in the specified list of PoolPrefab
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getset |
Activated status of this PoolPrefab
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getset |
Identification number for this PoolPrefab
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getset |
Decides when the ObjectPool should be initialized
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getset |
Will the object pool use Unity's networking system. This should be set before the object pool is initialized (or before objects are first pooled).
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get |
Is the Prefab object set
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getset |
How many objects should be pooled at the start. Also will be used to decide how many objects that should be kept in the case that more objects are pooled higher than the limit. This value doesn't change when the pool expands using CanExpand.
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getset |
The GameObject to be instantiated for the pool
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getset |
Reuse the oldest spawned object in the pool if the pool is empty
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getset |
Time before automatic despawn
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getset |
Weight of random chance to be spawned. The higher the weight, the higher the chance.