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							- #if !COMBAT_SERVER
 
- using System.Collections.Generic;
 
- using UnityEngine;
 
- using Utility;
 
- namespace CombatLibrary.CombatLibrary.CombatCore.Utility
 
- {
 
-     public class GameObjectDestroyPool : Singleton<GameObjectDestroyPool>
 
-     {
 
-         private BetterList<GameObject> pool = new BetterList<GameObject>();
 
-         private List<GameObject> _removeGameObjecet = new List<GameObject>();
 
-         public GameObjectDestroyPool()
 
-         {
 
-             StaticUpdater.Instance.AddRenderUpdateCallBack(UpdateDelete);
 
-         }
 
-         private int maxCount =1;
 
-         public void RomoveDestroyObject(GameObject goObj)
 
-         {
 
-             if (pool.Contains(goObj))
 
-             {
 
-                 pool.Remove(goObj);
 
-             }
 
-             if (_removeGameObjecet.Contains(goObj))
 
-             {
 
-                 _removeGameObjecet.Remove(goObj);
 
-             }
 
-         }
 
-         public void DestroyObject(GameObject goObj)
 
-         {
 
-             if (pool.Contains(goObj)||goObj==null)
 
-             {
 
-                 return;
 
-             }
 
-             goObj.SetActive(false);
 
-             pool.Add(goObj);
 
-         }
 
-         public void ImmediatelyDestroyObject(GameObject goObj)
 
-         {
 
-             if (!goObj)
 
-             {
 
-                 return;
 
-             }
 
-             GameObject.Destroy(goObj);
 
-         }
 
-         public override void Dispose()
 
-         {
 
-             StaticUpdater.Instance.RemoveRenderUpdateCallBack(UpdateDelete);
 
-             for (int i = 0; i < pool.Count; i++)
 
-             {
 
-                 ImmediatelyDestroyObject(pool[i]);
 
-             }
 
-             pool.Clear();
 
-             base.Dispose();
 
-         }
 
-         public void UpdateDelete()
 
-         {
 
-             _removeGameObjecet.Clear();
 
-             int count = 0;
 
-             for (int i = 0; i < pool.Count; i++)
 
-             {
 
-                 if (count <= maxCount)
 
-                 {
 
-                     _removeGameObjecet.Add(pool[i]);
 
-                     pool.RemoveAt(i);
 
-                     i--;
 
-                     count++;
 
-                 }
 
-             }
 
-             int removeCount = 0;
 
-             while (_removeGameObjecet.Count>0&&removeCount<maxCount+20)
 
-             {
 
-                 removeCount++;
 
-                 GameObject g = _removeGameObjecet[0];
 
-                 ImmediatelyDestroyObject(g);
 
-                 _removeGameObjecet.RemoveAt(0);
 
-             }
 
-          
 
-         }
 
-     }
 
- }
 
- #endif
 
 
  |