架构大更
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using System.Collections.Generic;
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using System.Linq;
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using Lean.Pool;
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using NaughtyAttributes;
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using UnityEngine;
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using UnityEngine.Serialization;
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namespace SLSFramework.General.LeanPoolAssistance
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{
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public class PooledObject : MonoBehaviour, IPoolable
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{
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[FormerlySerializedAs("autoDespawn")] [Tooltip("是否在生成后定时自动回收")]
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public bool isAutoDespawn = true;
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[ShowIf("isAutoDespawn")][Tooltip("自动回收时间")]
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public float autoDespawnTime = 1;
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private List<IPoolable> children;
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public void OnSpawn()
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{
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children = GetComponentsInChildren<IPoolable>().ToList();
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children.Remove(this);
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children.ForEach(child => child.OnSpawn());
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if (isAutoDespawn)
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{
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LeanPool.Despawn(gameObject, autoDespawnTime);
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}
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}
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public void OnDespawn()
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{
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children.ForEach(child => child.OnDespawn());
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}
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}
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}
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@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: cfc79d04c0439624b848efbb0e52b465
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