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Pool Boss
V 1.2.1
The ultimate pooling solution!
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This class is used to spawn and despawn things using pooling (avoids Instantiate and Destroy calls). More...
Static Public Member Functions | |
| static void | Initialize () |
| Called automatically by default. If you uncheck "Create Items On Start", you will need to call this after your client has joined the room so they have Pool Boss. More... | |
| static void | RegisterPotentialInScenePoolable (PoolableInfo poolable) |
| This is called by PoolableInfo components on objects that begin in the Scene, so Pool Boss will know about them and put them in the "Spawned" list. More... | |
| static void | UnregisterNonStartInScenePoolable (PoolableInfo poolable) |
| This is called by PoolableInfo components that get spawned, so we know to remove them from the in scene objects list. More... | |
| static void | DestroyAllItemsAndReleaseMemory () |
| Call this method before changing to a Scene where Pool Boss would be automatically destroyed if you need to reclaim the memory from Addressables. More... | |
| static void | CreateNewPoolItem (Transform itemTrans, int preloadInstances, bool canInstantiateMore, int hardLimit, bool logMsgs, string catName, PrefabSource prefabSource, bool isTemporary=false, Action itemCreatedCallback=null) |
| This method allows you to add a new Pool Item at runtime. More... | |
| static Transform | SpawnOutsidePool (string itemName, Vector3 position, Quaternion rotation) |
| Call this method to spawn a prefab using Pool Boss, which will be spawned with no parent Transform (outside the pool) More... | |
| static Transform | SpawnOutsidePool (Transform transToSpawn, Vector3 position, Quaternion rotation) |
| Call this method to spawn a prefab using Pool Boss, which will be spawned with no parent Transform (outside the pool) More... | |
| static Transform | SpawnInPool (string itemName, Vector3 position, Quaternion rotation) |
| Call this method to spawn a prefab using Pool Boss, which will be a child of the Pool Boss prefab. More... | |
| static Transform | SpawnInPool (Transform transToSpawn, Vector3 position, Quaternion rotation) |
| Call this method to spawn a prefab using Pool Boss, which will be a child of the Pool Boss prefab. More... | |
| static Transform | Spawn (Transform transToSpawn, Vector3 position, Quaternion rotation, Transform parentTransform) |
| Call this method to spawn a prefab using Pool Boss. All the Spawners and Killable use this method. More... | |
| static Transform | Spawn (string itemName, Vector3 position, Quaternion rotation, Transform parentTransform) |
| Call this method to spawn a prefab using Pool Boss. All the Spawners and Killable use this method. More... | |
| static int | CategoryItemsDespawned (string category) |
| This method returns the number of items in a category that are currently despawned. More... | |
| static List< Transform > | CategoryItemsDespawnedList (string category) |
| return a list of all available despawned clones in a category More... | |
| static List< Transform > | CategoryActiveItems (string category) |
| This method returns a list of active items in a category. More... | |
| static int | CategoryItemsSpawned (string category) |
| This method returns the number of items in a category that are currently spawned. More... | |
| static bool | Despawn (Transform transToDespawn, bool keepParent=false) |
| Call this method to despawn a prefab using Pool Boss. All the Spawners and Killable use this method. More... | |
| static void | DespawnAllPrefabs () |
| This method will despawn all spawned instances of prefabs. More... | |
| static void | DespawnAllPrefabsInCategory (string category) |
| This method will Despawn all spawned instances of all prefabs in a single category. More... | |
| static void | DespawnAllOfPrefab (Transform transToDespawn) |
| This method will despawn all spawned instances of the prefab you pass in. More... | |
| static void | DestroyPoolItem (Transform transDeadItem, PrefabSource prefabSource) |
| Destroys the pool item, and all prefabs from it that are already spawned. You should never call this except maybe during a new Scene load when you no longer need an item. More... | |
| static void | DestroyCategoryPoolItems (string categoryName) |
| Destroys all pool items in the category specified, and all prefabs from it that are already spawned. You should never call this except maybe during a new Scene load when you no longer need all items in a category. More... | |
| static Transform | NextPoolItemToSpawn (Transform trans) |
| Call this get the next available item to spawn for a pool item. More... | |
| static Transform | NextPoolItemToSpawn (string itemName) |
| Call this get the next available item to spawn for a pool item. More... | |
| static PoolItemInstanceList | PoolItemInfoByName (string poolItemName) |
| Call this method get info on a Pool Boss item (number of spawned and despawned copies, allow instantiate more, log etc). More... | |
| static bool | PrefabIsInPool (Transform trans) |
| Call this method determine if the item (Transform) you pass in is set up in Pool Boss. More... | |
| static bool | PrefabIsInPool (string transName) |
| Call this method determine if the item name you pass in is set up in Pool Boss. More... | |
| static int | PrefabDespawnedCount (Transform transPrefab) |
| This will tell you how many available clones of a prefab are despawned and ready to spawn. A value of -1 indicates an error More... | |
| static int | PrefabSpawnedCount (Transform transPrefab) |
| This will tell you how many clones of a prefab are already spawned out of Pool Boss. A value of -1 indicates an error More... | |
| static bool | AllOfPrefabAreDespawned (Transform transPrefab) |
| Call this method to find out if all are despawned More... | |
| static string | GetPrefabName (Transform trans) |
| This will return the name of the game object's prefab without "(Clone X)" in the name. It is used internally by PoolBoss for a lot of things. More... | |
| static string | GetPrefabName (GameObject go) |
| This will return the name of the game object's prefab without "(Clone X)" in the name. It is used internally by PoolBoss for a lot of things. More... | |
| static string | GetPrefabShortName (string prefabName) |
| This will return the name of the game object's prefab without "(Clone X)" in the name. More... | |
| static bool | IsSpawned (GameObject go) |
| Returns whether a specified Game Object is spawned. If not, the it's available to spawn. More... | |
Properties | |
| static int | PrefabCount [get] |
| This property will tell you how many different items are set up in Pool Boss. More... | |
| static bool | IsReady [get] |
| This property is set to true when all pool items are ready to spawn. More... | |
This class is used to spawn and despawn things using pooling (avoids Instantiate and Destroy calls).
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Call this method to find out if all are despawned
| transPrefab | The transform of the prefab you are asking about. |
Referenced by DarkTonic.PoolBoss.PoolBossExtensions.AllOfPrefabAreDespawned().
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This method returns a list of active items in a category.
| category | Category name |
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This method returns the number of items in a category that are currently despawned.
| category | Category name |
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return a list of all available despawned clones in a category
| category | Category name |
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This method returns the number of items in a category that are currently spawned.
| category | Category name |
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This method allows you to add a new Pool Item at runtime.
| itemTrans | The Transform of the item. |
| preloadInstances | The number of instances to preload. |
| canInstantiateMore | Can instantiate more or not |
| hardLimit | Item Hard Limit |
| logMsgs | Log messages during spawn and despawn. |
| catName | Category name |
| prefabSource | Prefab source |
| isTemporary | Do not pass this, used by PoolMiniBoss |
| itemCreatedCallback | Do not pass this, used by PoolMiniBoss |
Referenced by DarkTonic.PoolBoss.PoolBossExtensions.CreateNewPoolItem().
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Call this method to despawn a prefab using Pool Boss. All the Spawners and Killable use this method.
| transToDespawn | Transform to despawn |
| keepParent | Specify true if you want the Game Object to stay where it is in the Hierarch (necessary for UI and come other components) |
Referenced by DarkTonic.PoolBoss.PoolBossExtensions.Despawn().
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This method will despawn all spawned instances of the prefab you pass in.
| transToDespawn | Transform component of a prefab |
Referenced by DarkTonic.PoolBoss.PoolBossExtensions.DespawnAllOfPrefab(), and DarkTonic.PoolBoss.PoolMiniBoss.RemoveItems().
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This method will despawn all spawned instances of prefabs.
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This method will Despawn all spawned instances of all prefabs in a single category.
| category | Category name to affect |
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Call this method before changing to a Scene where Pool Boss would be automatically destroyed if you need to reclaim the memory from Addressables.
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Destroys all pool items in the category specified, and all prefabs from it that are already spawned. You should never call this except maybe during a new Scene load when you no longer need all items in a category.
| categoryName | Category to destroy items of. |
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Destroys the pool item, and all prefabs from it that are already spawned. You should never call this except maybe during a new Scene load when you no longer need an item.
| transDeadItem | Trans dead item |
| prefabSource | Pass in "Addressable" if you are destroying an Addressable |
Referenced by DarkTonic.PoolBoss.PoolMiniBoss.RemoveItems().
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This will return the name of the game object's prefab without "(Clone X)" in the name. It is used internally by PoolBoss for a lot of things.
| trans | The Transform of the game object |
Referenced by DarkTonic.PoolBoss.PoolBossExtensions.GetPrefabName().
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This will return the name of the game object's prefab without "(Clone X)" in the name. It is used internally by PoolBoss for a lot of things.
| go | The Game Object of the game object |
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This will return the name of the game object's prefab without "(Clone X)" in the name.
| prefabName | The name of the game object |
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Called automatically by default. If you uncheck "Create Items On Start", you will need to call this after your client has joined the room so they have Pool Boss.
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Returns whether a specified Game Object is spawned. If not, the it's available to spawn.
| go | The game object in question |
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Call this get the next available item to spawn for a pool item.
| trans | Transform you want to get the next item to spawn for. |
Referenced by DarkTonic.PoolBoss.PoolBossExtensions.NextPoolItemToSpawn().
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Call this get the next available item to spawn for a pool item.
| itemName | Name of item you want to get the next item to spawn for. |
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Call this method get info on a Pool Boss item (number of spawned and despawned copies, allow instantiate more, log etc).
| poolItemName | The name of the prefab you're asking about. |
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This will tell you how many available clones of a prefab are despawned and ready to spawn. A value of -1 indicates an error
| transPrefab | The transform component of the prefab you want the despawned count of. |
Referenced by DarkTonic.PoolBoss.PoolBossExtensions.PrefabDespawnedCount().
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Call this method determine if the item (Transform) you pass in is set up in Pool Boss.
| trans | Transform you want to know is in the Pool or not. |
Referenced by DarkTonic.PoolBoss.PoolBossExtensions.PrefabIsInPool().
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Call this method determine if the item name you pass in is set up in Pool Boss.
| transName | Item name you want to know is in the Pool or not. |
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This will tell you how many clones of a prefab are already spawned out of Pool Boss. A value of -1 indicates an error
| transPrefab | The transform component of the prefab you want the spawned count of. |
Referenced by DarkTonic.PoolBoss.PoolBossExtensions.PrefabSpawnedCount().
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This is called by PoolableInfo components on objects that begin in the Scene, so Pool Boss will know about them and put them in the "Spawned" list.
| poolable |
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Call this method to spawn a prefab using Pool Boss. All the Spawners and Killable use this method.
| transToSpawn | Transform to spawn |
| position | The position to spawn it at |
| rotation | The rotation to use |
| parentTransform | The parent Transform to use |
Referenced by DarkTonic.PoolBoss.PoolBossExtensions.Spawn().
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Call this method to spawn a prefab using Pool Boss. All the Spawners and Killable use this method.
| itemName | Name of the transform to spawn |
| position | The position to spawn it at |
| rotation | The rotation to use |
| parentTransform | The parent Transform to use |
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Call this method to spawn a prefab using Pool Boss, which will be a child of the Pool Boss prefab.
| itemName | Name of Transform to spawn |
| position | The position to spawn it at |
| rotation | The rotation to use |
Referenced by DarkTonic.PoolBoss.PoolBossExtensions.SpawnInPool().
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Call this method to spawn a prefab using Pool Boss, which will be a child of the Pool Boss prefab.
| transToSpawn | Transform to spawn |
| position | The position to spawn it at |
| rotation | The rotation to use |
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Call this method to spawn a prefab using Pool Boss, which will be spawned with no parent Transform (outside the pool)
| itemName | Name of Transform to spawn |
| position | The position to spawn it at |
| rotation | The rotation to use |
Referenced by DarkTonic.PoolBoss.PoolBossExtensions.SpawnOutsidePool().
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Call this method to spawn a prefab using Pool Boss, which will be spawned with no parent Transform (outside the pool)
| transToSpawn | Transform to spawn |
| position | The position to spawn it at |
| rotation | The rotation to use |
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This is called by PoolableInfo components that get spawned, so we know to remove them from the in scene objects list.
| poolable |
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This property is set to true when all pool items are ready to spawn.
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This property will tell you how many different items are set up in Pool Boss.