| void Awake() | Private | | 0x00 |
| void Update() | Private | | 0x00 |
| void Start() | Private | | 0x00 |
| IEnumerator __CleanupChecks() | Private | | 0x08 |
| IEnumerator __Reset(bool destroyActive) | Public | | 0x08 |
| void DestroyPool(PoolData poolData, bool removeFromList) | Private | | 0x08 |
| PoolData ReturnPoolData(GameObject prefab) | Private | | 0x08 |
| void SetGameObjectPositionRotation(GameObject result, const Vector3& position, const Quaternion& rotation) | Private | | 0x10 |
| GameObject Retrieve(GameObject poolObject) | PublicStatic | | 0x08 |
| GameObject RetrieveInternal(GameObject poolObject) | Private | | 0x08 |
| GameObject Retrieve(GameObject poolObject, Transform parent, bool instantiateInWorldSpace) | PublicStatic | | 0x08 |
| GameObject RetrieveInternal(GameObject poolObject, Transform parent, bool instantiateInWorldSpace) | Public | | 0x08 |
| GameObject Retrieve(GameObject poolObject, const Vector3& position, const Quaternion& rotation) | PublicStatic | | 0x10 |
| GameObject RetrieveInternal(GameObject poolObject, const Vector3& position, const Quaternion& rotation) | Private | | 0x10 |
| GameObject Retrieve(GameObject poolObject, const Vector3& position, const Quaternion& rotation, Transform parent) | Public | | 0x10 |
| uint8 Retrieve(GameObject prefab) | PublicStatic | | 0x08 |
| uint8 RetrieveInternal(GameObject prefab) | Private | | 0x08 |
| uint8 Retrieve(GameObject prefab, Transform parent, bool instantiateInWorldSpace) | PublicStatic | | 0x08 |
| uint8 RetrieveInternal(GameObject prefab, Transform parent, bool instantiateInWorldSpace) | Private | | 0x08 |
| uint8 Retrieve(GameObject prefab, const Vector3& position, const Quaternion& rotation) | PublicStatic | | 0x10 |
| uint8 RetrieveInternal(GameObject prefab, const Vector3& position, const Quaternion& rotation) | Private | | 0x10 |
| uint8 Retrieve(GameObject prefab, const Vector3& position, const Quaternion& rotation, Transform parent) | PublicStatic | | 0x10 |
| uint8 RetrieveInternal(GameObject prefab, const Vector3& position, const Quaternion& rotation, Transform parent) | Private | | 0x10 |
| GameObject FinalizeRetrieve(GameObject result, PoolData pool) | Private | | 0x08 |
| void Store(GameObject instantiatedObject, float delay, bool parentPooler) | PublicStatic | | 0x08 |
| void StoreInternal(GameObject instantiatedObject, float delay, bool parentPooler) | Private | | 0x08 |
| void Store(GameObject instantiatedObject, bool parentPooler) | PublicStatic | | 0x08 |
| void StoreInternal(GameObject instantiatedObject, bool parentPooler) | Private | | 0x08 |
| void MakeCollector() | Private | | 0x00 |
| GameObject ReturnPooledObject(GameObject prefab, ref PoolData& pool) | Private | | 0x08 |
| PoolData CreatePool(GameObject prefab) | Private | | 0x08 |
| void AddToPool(GameObject instantiatedObject, PoolData pool, bool parentPooler) | Private | | 0x08 |
| void ParentPooler(GameObject poolObject, bool worldPositionStays) | Private | | 0x08 |
| void .ctor() | Public+1 flags | | 0x00 |