AP_Manager
Attached to the parent object of the object pools.
Public Variables
allowCreate : bool
Will allow scripts using MF_AutoPool.InitializePool() to create new object pools.
allowModify : bool
Will allow scripts using MF_AutoPool.InitializePool() to modify existing object pools. Note, that InitializePool() will always be allowed to modify a pool it is in the process of creating.
printAllLogsOnQuit : bool
When exiting the player, prints an usage summary for all pools in the console for development and debugging.
Start Size: Size of pool when beginning the scene.
Init Added: Number of objects added by InitializeSpawn() calls at runtime.
Grow Objects: Number of objects added with EmptyBehaviour.Grow.
End Size: Total objects of this pool, active and inactive, at the time of the log report.
Failed Spawns: Number of Spawn() requests that didn't return a spawn.
Reused Objects: Number of times an object was reused before despawning normally.
Most objects active at once: The most items for this pool active at once.
Inspector Buttons
Create Pool
This is just a shortcut for editor usage. It simply creates a child object with the AP_Pool script.
Print Log
Prints the current usage log for all pools to the console.
Hidden Variables
poolRef : Dictionary { key : GameObject, value AP_Pool }
Stores references to the various pool scripts by the prefab they contain.
Attached to the parent object of the object pools.
Public Variables
allowCreate : bool
Will allow scripts using MF_AutoPool.InitializePool() to create new object pools.
allowModify : bool
Will allow scripts using MF_AutoPool.InitializePool() to modify existing object pools. Note, that InitializePool() will always be allowed to modify a pool it is in the process of creating.
printAllLogsOnQuit : bool
When exiting the player, prints an usage summary for all pools in the console for development and debugging.
Start Size: Size of pool when beginning the scene.
Init Added: Number of objects added by InitializeSpawn() calls at runtime.
Grow Objects: Number of objects added with EmptyBehaviour.Grow.
End Size: Total objects of this pool, active and inactive, at the time of the log report.
Failed Spawns: Number of Spawn() requests that didn't return a spawn.
Reused Objects: Number of times an object was reused before despawning normally.
Most objects active at once: The most items for this pool active at once.
Inspector Buttons
Create Pool
This is just a shortcut for editor usage. It simply creates a child object with the AP_Pool script.
Print Log
Prints the current usage log for all pools to the console.
Hidden Variables
poolRef : Dictionary { key : GameObject, value AP_Pool }
Stores references to the various pool scripts by the prefab they contain.