Init
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51
Assets/ThirdParty/DestroyIt/Scripts/Runtime/Behaviors/PoolAfter.cs
vendored
Normal file
51
Assets/ThirdParty/DestroyIt/Scripts/Runtime/Behaviors/PoolAfter.cs
vendored
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using UnityEngine;
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namespace DestroyIt
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{
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public class PoolAfter : MonoBehaviour
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{
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public float seconds; // seconds to wait before re-pooling this game object.
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public bool reenableChildren; // determines whether to re-enable all child objects when this object is pooled.
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public bool removeWhenPooled; // Remove this script when the object is pooled?
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public bool resetToPrefab; // Reset the entire object back to prefab? (This means it will destroy and recreate the object.)
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private float _timeLeft;
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private bool _isInitialized;
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void Start()
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{
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_timeLeft = seconds;
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_isInitialized = true;
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}
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void OnEnable()
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{
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_timeLeft = seconds;
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}
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void Update()
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{
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if (!_isInitialized) return;
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_timeLeft -= Time.deltaTime;
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if (_timeLeft <= 0)
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{
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if (resetToPrefab)
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{
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GameObject objectToPool = ObjectPool.Instance.SpawnFromOriginal(this.gameObject.name);
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if (objectToPool != null)
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ObjectPool.Instance.PoolObject(objectToPool);
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Destroy(this.gameObject);
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_isInitialized = false;
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return;
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}
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if (removeWhenPooled)
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Destroy(this);
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ObjectPool.Instance.PoolObject(this.gameObject, reenableChildren);
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}
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}
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}
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}
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