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    Class ScenePool

    Manages a scene-specific local pool of GameObjects to facilitate efficient object reuse.

    Inheritance
    System.Object
    AGamePool<ScenePool>
    ScenePool
    Implements
    IPool
    Inherited Members
    AGamePool<ScenePool>.StartupBlueprints
    AGamePool<ScenePool>.Strategy
    AGamePool<ScenePool>.Capacity
    AGamePool<ScenePool>.Count
    AGamePool<ScenePool>.Awake()
    AGamePool<ScenePool>.HasBlueprint(String)
    AGamePool<ScenePool>.Register(BlueprintPoolDefinition)
    AGamePool<ScenePool>.Register(String, GameObject, EPoolingStrategy, Int32)
    AGamePool<ScenePool>.Spawn()
    AGamePool<ScenePool>.Spawn(Vector3, Quaternion)
    AGamePool<ScenePool>.Spawn(SpawnPolicy)
    AGamePool<ScenePool>.SpawnMany(Int32)
    AGamePool<ScenePool>.SpawnMany(Int32, SpawnPolicy)
    AGamePool<ScenePool>.Spawn(IDecorator)
    AGamePool<ScenePool>.Spawn(IDecorator, Vector3, Quaternion)
    AGamePool<ScenePool>.Spawn(IDecorator, SpawnPolicy)
    AGamePool<ScenePool>.SpawnMany(IDecorator, Int32)
    AGamePool<ScenePool>.SpawnMany(IDecorator, Int32, SpawnPolicy)
    AGamePool<ScenePool>.Spawn(String)
    AGamePool<ScenePool>.Spawn(String, Vector3, Quaternion)
    AGamePool<ScenePool>.Spawn(String, SpawnPolicy)
    AGamePool<ScenePool>.Spawn(String, IDecorator)
    AGamePool<ScenePool>.Spawn(String, IDecorator, Vector3, Quaternion)
    AGamePool<ScenePool>.Spawn(String, IDecorator, SpawnPolicy)
    AGamePool<ScenePool>.SpawnMany(String, Int32)
    AGamePool<ScenePool>.SpawnMany(String, Int32, SpawnPolicy)
    AGamePool<ScenePool>.SpawnMany(String, IDecorator, Int32)
    AGamePool<ScenePool>.SpawnMany(String, IDecorator, Int32, SpawnPolicy)
    AGamePool<ScenePool>.Despawn(GameObject)
    AGamePool<ScenePool>.Despawn(GameObject, IUnDecorator)
    Namespace: GUPS.EasyPooling
    Assembly: cs.temp.dll.dll
    Syntax
    public class ScenePool : AGamePool<ScenePool>, IPool
    Remarks

    The ScenePool class extends the functionality of the AGamePool<T> base class and serves as a specialized pool manager for GameObjects within a specific scene. It implements a local pool that enables the efficient reuse of GameObject instances, reducing the overhead of constant object instantiation and destruction.

    Scene pools are designed to be scene-specific, meaning that they persist only throughout the duration of a single scene. This behavior is particularly useful when certain GameObjects need to be recycled within the context of a specific scene without impacting the overall application state.

    Properties

    IsPersistent

    The Scene Pool is only persistent throughout the scene.

    Declaration
    public override bool IsPersistent { get; }
    Property Value
    Type Description
    System.Boolean

    Implements

    IPool
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