PoolObject¶
Attach to GameObjects managed by a PoolContainer to handle activation/deactivation lifecycle and self-return logic.
Namespace: Jungle.Objects
Inherits: MonoBehaviour
Overview¶
PoolObject is the per-instance component for objects in a PoolContainer. It manages its own lifecycle: acquire activates the GameObject, release deactivates it. Optional IProcess hooks run on acquire and release for visual effects or setup. An optional IPoolReturnTrigger allows the object to return itself to the pool automatically.
Properties¶
| Property | Type | Description |
|---|---|---|
| returnTrigger | IPoolReturnTrigger |
Optional trigger that determines when the object returns to the pool. |
| outOfPoolProcess | IProcess |
Optional process to run when acquired from the pool. |
| backToPoolProcess | IProcess |
Optional process to run when released back to the pool. |
Runtime API¶
| Member | Type | Description |
|---|---|---|
Pool |
PoolContainer |
The pool this object belongs to. |
IsAcquired |
bool |
Whether this object is currently in use. |
OnAcquired |
event Action<PoolObject> |
Fired on acquire. |
OnReleased |
event Action<PoolObject> |
Fired on release. |
Methods¶
| Method | Description |
|---|---|
Acquire(Action) |
Mark as in-use, activate, arm return trigger, run out-of-pool process. |
Release(Action) |
Return to pool, disarm trigger, run back-to-pool process, deactivate. |
ResetState() |
Virtual method for subclass-specific reset logic. |