using FullautoLauncher.Scripts.ProjectileManager; using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using UnityEngine; public class PIGGameObject : ProjectileItemGroupAbs { public PIGGameObject(ItemClass item) : base(item) { } public override void Cleanup() { foreach (var proj in queue_pool) { proj.Dispose(); } queue_pool.Clear(); foreach (var set in dict_fired_projectiles.Values) { foreach (var proj in set) { proj.Dispose(); } } dict_fired_projectiles.Clear(); } public override void Pool(PHGameObject par) { base.Pool(par); par.Transform.gameObject.SetActive(false); } public override void Update() { } protected override PHGameObject Create(ProjectileParams par) { return new PHGameObject(item.CloneModel(GameManager.Instance.World, new ItemValue(item.Id), Vector3.zero, null), par); } }