CasingMemoryPool.cs

public void Awake()

{

memoryPool = new MemoryPool(casingPrefab);

}

MemoryPool.cs

public MemoryPool(GameObject poolObject)

{

Debug.Log("MemoryPool");

Debug.Log(poolObject);

maxCount = 0;

activeCount = 0;

this.poolObject = poolObject;

poolItemList = new List<PoolItem>();

InstantiateObjects();

}

public void InstantiateObjects() //์˜ค๋ธŒ์ ํŠธํ’€ ์ƒ์„ฑ

{

maxCount += increaseCount;

for(int i = 0; i < increaseCount; ++i)

{

PoolItem poolItem = new PoolItem();

poolItem.isActive = false;

poolItem.gameObject = GameObject.Instantiate(poolObject);

poolItem.gameObject.transform.position = tempPosition;

poolItem.gameObject.SetActive(false);

poolItemList.Add(poolItem);

}

}

PlayerHUD.cs

if(Input.GetKeyDown(keyCodeEnter))

{

SceneManager.LoadScene("BossStage");

playerWeapons[0].GetComponent<CasingMemoryPool>().Awake();

MissionUI.SetActive(false);

Time.timeScale = 1;

Cursor.visible = false;

Cursor.lockState = CursorLockMode.Locked;

PlayerCtrl.bIsSetUI = false;

bIsMission = false;

}

๋ณด์Šค ์Šคํ…Œ์ด์ง€๋กœ ์‹  ์ด๋™ ํ•  ๋•Œ CasingMemoryPool์˜ Awake ํ˜ธ์ถœํ•˜๋ฉด ๋ณด์Šค ์Šคํ…Œ์ด์ง€ ํ•˜์ด๋ผ์ดํ‚ค ์—์„œ poolItem์˜ค๋ธŒ์ ํŠธ๊ฐ€ ์ƒ์„ฑ ๋˜์–ด์•ผํ•˜๋Š”๊ฑฐ ์•„๋‹Œ๊ฐ€์š”??