public class Mypooltest:monobehaviour
{
Private Spawnpool Spawnpool;
Private Prefabpool Refabpool;
void Init () {
Spawnpool = PoolManager.Pools.Create ("Aabb");
Spawnpool = PoolManager.Pools.Create ("Aabb");
SpawnPool.group.parent = This.transform;
Spawnpool.name = "AABB";
Spawnpool.logmessages = true;
Spawnpool.dontdestroyonload = true;
Spawnpool = poolmanager.pools["Aabb"];
Refabpool = new Prefabpool (resources.load<transform> ("Sphere"));
/*
This.pool = PoolManager.Pools.Create (this.poolname);
Make the pool's group A child of this transform for demo purposes
This.pool.group.parent = This.transform;
Set the pool group ' s local position for demo purposes
This.pool.group.localPosition = new Vector3 (1.5f, 0, 0);
This.pool.group.localRotation = quaternion.identity;
*/
}
if (!spawnpool._perprefabpooloptions.contains (Refabpool))
{
Debug.Log ("Initialize memory pool Refabpool");
Refabpool = new Prefabpool (resources.load<transform> ("Sphere"));
Refabpool.preloadamount = 12;
Refabpool.limitinstances = true;
Refabpool.culldespawned = true;
Refabpool.cullabove = 2;
Refabpool.culldelay = 2;
Refabpool.cullmaxperpass = 3;
Spawnpool._perprefabpooloptions.add (Refabpool);
Spawnpool.createprefabpool (Spawnpool._perprefabpooloptions[spawnpool.count]);
}
}
void Start () {
Gameobject go = Gameobject.find ("Gameobject") as Gameobject;
Go. Addcomponent<mypooltest> ();
}
Poolmanager memory management pool, dynamic loading