| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135 | using Fort23.Core;#if !COMBAT_SERVERusing CombatLibrary.CombatLibrary.CombatCore.GPool;using UnityEngine;#endifnamespace Fort23.UTool{    public class GameObjectPool : IGObjectPoolInterface    {        public string poolObjName { get; set; }        public bool isUse { get; set; }        public bool isDestroy { get; }#if !COMBAT_SERVER public AssetHandle AssetHandle { get; set; }        private DelayHide _loopDelayHide;        public GameObject own        {            get { return _own; }        }        private GameObject _own;         public TimerEntity DestroyTimer { get; set; }#endif               public void SetPosition(Vector3 pos)        {            _pos = pos;#if !COMBAT_SERVER            _own.transform.position = pos;#endif        }        public void SetScale(Vector3 scale)        {            _scale = scale;#if !COMBAT_SERVER            _own.transform.localScale = scale;#endif        }        public void SetRotation(Vector3 rotation)        {            _rotation = rotation;#if !COMBAT_SERVER            _own.transform.eulerAngles = rotation;#endif        }        protected Vector3 _pos;        protected Vector3 _scale;        protected Vector3 _rotation;        public Vector3 GetPosition()        {            return _pos;        }        public Vector3 GetScale()        {            return _scale;        }        public Vector3 GettRotation()        {            return _rotation;        }        public void SetActive(bool isActive)        {#if !COMBAT_SERVER            _own.SetActive(isActive);#endif        }        public async CTask DelayHide()        {#if !COMBAT_SERVER            if (_loopDelayHide != null)            {                await TimerComponent.Instance.WaitAsync((int) (_loopDelayHide.delayTime * 1000));            }#endif        }        public virtual void ResetData()        {#if !COMBAT_SERVER            own.transform.SetParent(null);#endif        }        public virtual void ActiveObj()        {#if !COMBAT_SERVER            _loopDelayHide = own.GetComponent<DelayHide>();            own.SetActive(true);#endif        }        public virtual void DormancyObj()        {#if !COMBAT_SERVER            own.SetActive(false);#endif        }        public virtual void DestroyObj()        {#if !COMBAT_SERVER            AssetHandle?.Release();#endif        }#if !COMBAT_SERVER        public virtual void SetGameObject(GameObject gameObject)        {            _own = gameObject;        }#endif        public virtual void Preset()        {        }        public virtual void Dispose()        {#if !COMBAT_SERVER            _own = null;#endif        }    }}
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