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PoolManager

Struct PoolManager 

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pub struct PoolManager { /* private fields */ }
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Nesne Havuzu Yönetim Sistemi Mermiler, partiküller veya düşmanlar gibi sık yaratılıp yok edilen nesneleri her seferinde tahsis etmek yerine tekrar kullanmanızı sağlar.

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impl PoolManager

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pub fn new() -> PoolManager

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pub fn register_pool(&mut self, name: &str, prefab_entity: Entity)

Bir prefab nesnesini kaynak göstererek yeni bir havuz oluşturur. Prefab otomatik olarak Pooled ile işaretlenir, böylece render ve fizik sistemleri onu atlar.

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pub fn register_pool_hidden( &mut self, world: &mut World, name: &str, prefab_entity: Entity, )

register_pool ile aynı, ama ek olarak prefab entity’yi Pooled ile işaretler. Bu sayede prefab asla render edilmez ve fizik sistemi tarafından simüle edilmez.

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pub fn register<B>(&mut self, world: &mut World, name: &str, bundle: B)
where B: Bundle,

Bir bundle (MeshBundle vb.) ve zincirlenmiş bileşenleri doğrudan havuza kaydeder. Bundle anında spawn edilir ve çıkan Entity havuz referansı olarak kullanılır.

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pub fn instantiate(&mut self, world: &mut World, name: &str) -> Option<Entity>

Havuzdan bir nesne alır. Havuz boşsa prefab’ı klonlayarak yeni bir nesne üretir.

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pub fn destroy(&mut self, world: &mut World, name: &str, entity: Entity)

Bir nesneyi tamamen yok etmek (despawn) yerine havuza geri gönderir.

Trait Implementations§

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impl Default for PoolManager

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fn default() -> PoolManager

Returns the “default value” for a type. Read more

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