本文整理汇总了C#中Pool.ClearAndDestroy方法的典型用法代码示例。如果您正苦于以下问题:C# Pool.ClearAndDestroy方法的具体用法?C# Pool.ClearAndDestroy怎么用?C# Pool.ClearAndDestroy使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类Pool
的用法示例。
在下文中一共展示了Pool.ClearAndDestroy方法的2个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。
示例1: PoolArea
private void PoolArea(Pool pool)
{
GUILayout.BeginHorizontal(EditorStyles.toolbar);
GUILayout.Space(10f);
pool.foldout = EditorGUILayout.Foldout(pool.foldout, pool.poolName);
GUILayout.FlexibleSpace();
if (Application.isPlaying)
GUILayout.Label("Spawned: " + pool.spawnedCount + "/" + pool.totalCount);
//if (GUILayout.Button("Despawn All", EditorStyles.toolbarButton, GUILayout.Width(80)))
if (GUILayout.Button("Clear", EditorStyles.toolbarButton, GUILayout.Width(80)))
pool.ClearAndDestroy();
if (GUILayout.Button("Preinstantiate", EditorStyles.toolbarButton, GUILayout.Width(80)))
pool.PreInstantiate();
GUI.color = Color.red;
if (GUILayout.Button("-", EditorStyles.toolbarButton, GUILayout.Width(15)))
{
pool.ClearAndDestroy();
if (pool.m_Root != null)
GameObject.DestroyImmediate(pool.m_Root);
m_Target.pools.Remove(pool);
}
GUI.color = Color.white;
GUILayout.EndHorizontal();
GUILayout.BeginVertical();
if (pool.foldout)
{
pool.Prefab = EditorGUILayout.ObjectField("Prefab: ", pool.Prefab, typeof(GameObject), false) as GameObject;
pool.size = EditorGUILayout.IntField("Pool size: ", pool.size);
pool.allowMore = EditorGUILayout.Toggle("Allow more: ", pool.allowMore);
pool.debugMessages = EditorGUILayout.Toggle("Debug messages: ", pool.debugMessages);
}
GUILayout.EndVertical();
}
示例2: PoolArea
private void PoolArea(Pool pool)
{
GUILayout.BeginVertical(poolBackground);
GUILayout.BeginHorizontal(EditorStyles.toolbar);
GUILayout.Space(10f);
pool.foldout = EditorGUILayout.Foldout(pool.foldout, pool.poolName);
GUILayout.FlexibleSpace();
if (Application.isPlaying)
GUILayout.Label("Spawned: " + pool.spawnedCount + "/" + pool.totalCount);
if (GUILayout.Button("Clear", EditorStyles.toolbarButton, GUILayout.Width(40)))
pool.ClearAndDestroy();
if (GUILayout.Button("Preinstantiate", EditorStyles.toolbarButton, GUILayout.Width(80)))
pool.Initialize();
if (GUILayout.Button("X", EditorStyles.toolbarButton, GUILayout.Width(15)))
{
pool.ClearAndDestroy();
if (pool.m_Root != null)
GameObject.DestroyImmediate(pool.m_Root.gameObject);
poolManager.pools.Remove(pool);
}
GUILayout.EndHorizontal();
if (pool.foldout)
{
pool.Prefab = EditorGUILayout.ObjectField("Prefab: ", pool.Prefab, typeof(GameObject), false) as GameObject;
pool.size = EditorGUILayout.IntField("Pool size: ", pool.size);
pool.allowGrowth = EditorGUILayout.Toggle("Allow more: ", pool.allowGrowth);
pool.audioSourceHandling = (ComponentHandlingType)EditorGUILayout.EnumMaskField("Audio source: ", pool.audioSourceHandling);
pool.particleSystemHandling = (ComponentHandlingType)EditorGUILayout.EnumMaskField("Particles: ", pool.particleSystemHandling);
pool.mode = (DespawnMode)EditorGUILayout.EnumPopup("Despawn mode", pool.mode);
if (pool.mode == DespawnMode.Move)
pool.despawnPos = EditorGUILayout.Vector3Field("Despawn position: ", pool.despawnPos);
}
GUILayout.EndVertical();
}