Pooling #5
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We should be making use of pooling, as the game will have lots of objects being created and destroyed, we could get a performance benefit by spawning all of the resources in at the start of the game rather than creating and destroying objects on the fly.
Things we should think about pooling:
Look into using DataAssets/DataTables with pooling to allow for dynamic object assignment
We can DataAsset a bunch of these things, Pickups and Projectiles should be easily modified to use DataAssets for a lot of assets. Need to figure out how I want this to work entirely but this should be easily doable at a basic level.
Implemented, pooling of projectiles with data asset loading.
Need to do data asset loading for our other pooled objects.
Pickups are now pooled, not going to deal with particle effects for the moment, will come back to it when we get to adding some