ClockStone Audio Toolkit for Unity - Documentation
PoolableObject Class |
Add this component to your prefab to make it poolable.
Inheritance Hierarchy
Namespace: (Default Namespace)
Assembly: AudioToolkit (in AudioToolkit.dll) Version: 8.2.0.0 (8.2.0.0)
Syntax
C#
public class PoolableObject : MonoBehaviour
The PoolableObject type exposes the following members.
Constructors
Name | Description | |
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PoolableObject | Initializes a new instance of the PoolableObject class |
Methods
Name | Description | |
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DeactivateAllPoolableObjectsOfMyKind |
Moves all poolable objects of this kind (instantiated from the same prefab as this instance) back to the pool.
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GetAllPoolableObjectsOfMyKind |
Retrieves an array of all poolable objects of this kind (instantiated from the same prefab as this instance).
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GetSerialNumber |
Gets the object's pool serial number. Each object has a unique serial number. Can be useful for debugging purposes.
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GetUsageCount |
Gets the usage counter which gets increased each time an object is re-used from the pool.
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IsDeactivated |
Checks if the object is deactivated and in the pool.
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Fields
Name | Description | |
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doNotDestroyOnLoad |
If enabled the object will not get destroyed if a new scene is loaded
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maxPoolSize |
The maximum number of instances of this prefab to get stored in the pool.
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preloadCount |
This number of instances will be preloaded to the pool if Preload(GameObject) is called.
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sendAwakeStartOnDestroyMessage |
If enabled Awake(), Start(), and OnDestroy() messages are sent to the poolable object if the object is set
active respectively inactive whenever Destroy(GameObject) or
Instantiate(GameObject) is called. This way it is simulated that the object really gets instantiated respectively destroyed. | |
sendPoolableActivateDeactivateMessages |
If enabled a OnPoolableObjectActivated and OnPoolableObjectDeactivated message is sent to
the poolable instance if the object is activated respectively deactivated by the ObjectPoolController |
Remarks
See ObjectPoolController for an explanation how to set up a prefab for pooling.
The following messages are sent to a poolable object:
- Awake and OnDestroy whenever a poolable object is activated or deactivated from the pool. This way the same behaviour is simulated as if the object was instantiated respectively destroyed. These messages are only sent when sendAwakeStartOnDestroyMessage is enabled.
- OnPoolableInstanceAwake and OnPoolableInstanceDestroy when the object was actually instantiated respectively destroyed. Because of current Unity limitations OnPoolableInstanceDestroy does not work on Flash!
- OnPoolableObjectActivated and OnPoolableObjectDeactivated whenever a poolable object is activated or deactivated from the pool. These messages are only sent when sendPoolableActivateDeactivateMessages is enabled.
See Also