fix: Fix incorrect pooling logic in multi-line renderer
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@@ -48,11 +48,13 @@ namespace Cryville.EEW.Unity.Map {
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_segments.Add(segment = Instantiate(m_lineRendererPrefab, transform, false).GetComponent<LineRenderer>());
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_segments.Add(segment = Instantiate(m_lineRendererPrefab, transform, false).GetComponent<LineRenderer>());
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}
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}
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else {
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else {
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segment = _segments[_segmentIndex++];
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segment = _segments[_segmentIndex];
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segment.gameObject.SetActive(true);
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segment.gameObject.SetActive(true);
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}
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}
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_segmentIndex++;
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segment.SetPositions(positions, index, length);
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segment.SetPositions(positions, index, length);
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segment.Width = m_width;
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segment.Width = m_width;
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segment.TilingScale = m_tilingScale;
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}
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}
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public void Clear() {
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public void Clear() {
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for (int i = 0; i < _segmentIndex; i++) {
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for (int i = 0; i < _segmentIndex; i++) {
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