VladimirPirozhenko 4fa18a41a0 Changed animation strings to hashes, added IPoolable interface, upgrade pool system
Change generation of obstacles
Now all the important objects is cointained by pools
2022-08-09 22:23:49 +03:00

35 lines
900 B
C#

using UnityEngine;
public class ChunkPool : BasePool<Chunk>
{
[SerializeField] private ChunkSpawner spawner;
protected override Chunk CreateAction()
{
Chunk chunk = base.CreateAction();
chunk.Init(spawner);
chunk.transform.position = new Vector3(0,0,0);
return chunk;
}
protected override void ReturnAction(Chunk chunk)
{
base.ReturnAction(chunk);
//foreach (Coin coin in chunk.Coins)
//{
// generator.CoinPool.ReturnToPool(coin);
//}
//foreach (Obstacle obstacle in chunk.Obstacles)
//{
// generator.ObstaclePool.ReturnToPool(obstacle);
//}
chunk.ResetToDefault();
chunk.Coins.Clear();
foreach (var obstacle in chunk.Obstacles)
{
obstacle.ResetToDefault();
}
chunk.Obstacles.Clear();
}
}