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							- using Fort23.Core;
 
- #if !COMBAT_SERVER
 
- using CombatLibrary.CombatLibrary.CombatCore.GPool;
 
- using UnityEngine;
 
- #endif
 
- namespace 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
 
-         }
 
-     }
 
- }
 
 
  |