◆ IdentityBuffer()
| BrokeProtocol.Collections.IdentityBuffer.IdentityBuffer |
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GameObject | prefab, |
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int | capacity ) |
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inline |
◆ CreateItem()
| override GameObject BrokeProtocol.Collections.IdentityBuffer.CreateItem |
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| ) |
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inlineprotectedvirtual |
◆ DestroyItem()
| override void BrokeProtocol.Collections.IdentityBuffer.DestroyItem |
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GameObject | g | ) |
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inlineprotectedvirtual |
◆ Disable()
| void BrokeProtocol.Collections.IdentityBuffer.Disable |
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GameObject | g | ) |
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inline |
◆ Execute()
| GameObject BrokeProtocol.Collections.IdentityBuffer.Execute |
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ShPlayer | target | ) |
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inline |
◆ GetItem()
| override void BrokeProtocol.Collections.IdentityBuffer.GetItem |
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GameObject | g | ) |
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inlineprotectedvirtual |
◆ PoolLoop()
| override IEnumerator BrokeProtocol.Collections.IdentityBuffer.PoolLoop |
( |
GameObject | g | ) |
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inlineprotected |
◆ ReleaseItem()
| override void BrokeProtocol.Collections.IdentityBuffer.ReleaseItem |
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GameObject | g | ) |
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inlineprotectedvirtual |
◆ SetColor()
| void BrokeProtocol.Collections.IdentityBuffer.SetColor |
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GameObject | g, |
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Color | color ) |
◆ SetIcon()
| void BrokeProtocol.Collections.IdentityBuffer.SetIcon |
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GameObject | g | ) |
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inline |
◆ SetMessage()
| void BrokeProtocol.Collections.IdentityBuffer.SetMessage |
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GameObject | g, |
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string | text ) |
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inline |
◆ SetName()
| void BrokeProtocol.Collections.IdentityBuffer.SetName |
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GameObject | g, |
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string | text ) |
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inline |
◆ iconCache
| Dictionary<GameObject, SpriteRenderer> BrokeProtocol.Collections.IdentityBuffer.iconCache = new () |
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protected |
◆ messageCache
| Dictionary<GameObject, Text> BrokeProtocol.Collections.IdentityBuffer.messageCache = new () |
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protected |
◆ nameCache
| Dictionary<GameObject, Text> BrokeProtocol.Collections.IdentityBuffer.nameCache = new () |
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protected |
◆ targetCache
| Dictionary<GameObject, ShPlayer> BrokeProtocol.Collections.IdentityBuffer.targetCache = new () |
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protected |
The documentation for this class was generated from the following file: