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47 行
1.3 KiB
47 行
1.3 KiB
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class LocalPoolTester : MonoBehaviour
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{
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[SerializeField]
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private int _initialPoolSize = 5;
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private ParticlePoolSO _pool;
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private ParticleFactorySO _factory;
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private void Awake()
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{
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DontDestroyOnLoad(this.gameObject);
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}
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private IEnumerator Start()
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{
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_factory = ScriptableObject.CreateInstance<ParticleFactorySO>();
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_pool = ScriptableObject.CreateInstance<ParticlePoolSO>();
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_pool.name = gameObject.name;
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_pool.Factory = _factory;
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_pool.SetParent(this.transform);
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_pool.Prewarm(_initialPoolSize);
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List<ParticleSystem> particles = _pool.Request(2) as List<ParticleSystem>;
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foreach (ParticleSystem particle in particles)
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{
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StartCoroutine(DoParticleBehaviour(particle));
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}
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yield return new WaitForSeconds(2);
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_pool.SetParent(null);
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yield return new WaitForSeconds(2);
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_pool.SetParent(this.transform);
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}
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private IEnumerator DoParticleBehaviour(ParticleSystem particle)
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{
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particle.transform.position = Random.insideUnitSphere * 5f;
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particle.Play();
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yield return new WaitForSeconds(particle.main.duration);
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particle.Stop(true, ParticleSystemStopBehavior.StopEmitting);
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yield return new WaitUntil(() => particle.particleCount == 0);
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_pool.Return(particle);
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}
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}
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