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print()print()@warning_ignoreif OS.is_debug_build():VisibleOnScreenNotifier2Dset_process(false)screen_exitedfor i in 1000: var bullet = Bullet.new()get_node()_process()get_node("Player")@onready var player := $Playerprint()print()@warning_ignoreif OS.is_debug_build():VisibleOnScreenNotifier2Dscreen_exitedset_process(false)for i in 1000: var bullet = Bullet.new()_process()get_node()get_node("Player")@onready var player := $Playervar bullet_pool: Array[Node] = []
func get_bullet() -> Node:
if bullet_pool.is_empty():
return Bullet.new()
return bullet_pool.pop_back()
func return_bullet(bullet: Node) -> void:
bullet.hide()
bullet_pool.append(bullet)var bullet_pool: Array[Node] = []
func get_bullet() -> Node:
if bullet_pool.is_empty():
return Bullet.new()
return bullet_pool.pop_back()
func return_bullet(bullet: Node) -> void:
bullet.hide()
bullet_pool.append(bullet)undefinedundefinedundefinedundefinedundefinedundefinedundefinedundefined