using System; using Fort23.Core; #if !COMBAT_SERVER using UnityEngine; #endif using Object = System.Object; namespace Fort23.UTool { /// /// 池子的 接口,不同池继承这个接口 /// public interface IGObjectPoolInterface : IDisposable { string poolObjName { get; set; } bool isUse { get; set; } bool isDestroy { get; } #if !COMBAT_SERVER AssetHandle AssetHandle { get; set; } GameObject own { get; } TimerEntity DestroyTimer { get; set; } #endif void SetPosition(Vector3 pos); void SetScale(Vector3 scale); void SetRotation(Vector3 rotation); Vector3 GetPosition(); Vector3 GetScale(); Vector3 GettRotation(); void SetActive(bool isActive); /// /// 回收时延迟回收 /// /// CTask DelayHide(); /// /// 重置数据 /// void ResetData(); /// /// 激活对象 /// void ActiveObj(); /// /// 休眠 /// void DormancyObj(); /// /// 销毁 /// void DestroyObj(); #if !COMBAT_SERVER void SetGameObject(GameObject gameObject); #endif void Preset(); } }