MLAPI/MLAPI/Data/NetworkPool.cs
2018-04-05 21:21:57 +02:00

43 lines
1.4 KiB
C#

using MLAPI.MonoBehaviours.Core;
using UnityEngine;
namespace MLAPI.Data
{
internal class NetworkPool
{
internal GameObject[] objects;
internal ushort poolId;
internal NetworkPool(int prefabId, uint size, ushort poolIndex)
{
objects = new GameObject[size];
poolId = poolIndex;
for (int i = 0; i < size; i++)
{
GameObject go = MonoBehaviour.Instantiate(NetworkingManager.singleton.NetworkConfig.NetworkedPrefabs[prefabId].prefab, Vector3.zero, Quaternion.identity);
go.GetComponent<NetworkedObject>()._isPooledObject = true;
go.GetComponent<NetworkedObject>().poolId = poolId;
go.GetComponent<NetworkedObject>().Spawn();
go.name = "Pool Id: " + poolId + " #" + i;
go.SetActive(false);
}
}
internal GameObject SpawnObject(Vector3 position, Quaternion rotation)
{
for (int i = 0; i < objects.Length; i++)
{
if (objects[i].activeInHierarchy)
{
GameObject go = objects[i];
go.transform.position = position;
go.transform.rotation = rotation;
go.SetActive(true);
}
}
Debug.LogWarning("MLAPI: The pool " + poolId + " has ran out of space");
return null;
}
}
}