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///
/// Simple pooling for Unity.
/// Author: Martin "quill18" Glaude (quill18@quill18.com)
/// Extended: Simon "Draugor" Wagner (https://www.twitter.com/Draugor_/)
/// Latest Version: https://gist.github.com/Draugor/00f2a47e5f649945fe4466dea7697024
/// License: CC0 (http://creativecommons.org/publicdomain/zero/1.0/)
/// UPDATES:
/// 2020-07-09: - Fixed a Bug with already inactive members getting Despawned again. thx AndySum (see: https://gist.github.com/Draugor/00f2a47e5f649945fe4466dea7697024#gistcomment-2642441)
/// 2020-06-30: - made the "parent" parameter avaible in the public API to spawn GameObjects as children
/// 2018-01-04: - Added Extension Method for Despawn on GameObjects
/// - Changed the Member Lookup so it doesn't require a PoolMemberComponent anymore.
/// - for that i added a HashSet which contains all PoolMemberIDs (HashSet has O(1) contains operator)
/// - Changed PoolDictionary from (Prefab, Pool) to (int, Pool) using Prefab.GetInstanceID
/// 2015-04-16: Changed Pool to use a Stack generic.
///
/// Usage:
///
/// There's no need to do any special setup of any kind.
///
/// Instead of calling Instantiate(), use this:
/// SimplePool.Spawn(somePrefab, somePosition, someRotation);
///
/// Instead of destroying an object, use this:
/// SimplePool.Despawn(myGameObject);
/// or this:
/// myGameObject.Despawn();
///
/// If desired, you can preload the pool with a number of instances:
/// SimplePool.Preload(somePrefab, 20);
///
/// Remember that Awake and Start will only ever be called on the first instantiation
/// and that member variables won't be reset automatically. You should reset your
/// object yourself after calling Spawn(). (i.e. You'll have to do things like set
/// the object's HPs to max, reset animation states, etc...)
///
///
///
using UnityEngine;
using System.Collections.Generic;
public static class SimplePool
{
// You can avoid resizing of the Stack's internal data by
// setting this to a number equal to or greater to what you
// expect most of your pool sizes to be.
// Note, you can also use Preload() to set the initial size
// of a pool -- this can be handy if only some of your pools
// are going to be exceptionally large (for example, your bullets.)
public const int DEFAULT_POOL_SIZE = 3;
/// <summary>
/// The Pool class represents the pool for a particular prefab.
/// </summary>
public class Pool
{
// We append an id to the name of anything we instantiate.
// This is purely cosmetic.
private int _nextId = 1;
// The structure containing our inactive objects.
// Why a Stack and not a List? Because we'll never need to
// pluck an object from the start or middle of the array.
// We'll always just grab the last one, which eliminates
// any need to shuffle the objects around in memory.
private readonly Stack<GameObject> _inactive;
//A Hashset which contains all GetInstanceIDs from the instantiated GameObjects
//so we know which GameObject is a member of this pool.
public readonly HashSet<int> MemberIDs;
// The prefab that we are pooling
private readonly GameObject _prefab;
// Constructor
public Pool(GameObject prefab, int initialQty)
{
_prefab = prefab;
// If Stack uses a linked list internally, then this
// whole initialQty thing is a placebo that we could
// strip out for more minimal code. But it can't *hurt*.
_inactive = new Stack<GameObject>(initialQty);
MemberIDs = new HashSet<int>();
}
// Spawn an object from our pool
public GameObject Spawn(Vector3 pos, Quaternion rot, Transform parent = null)
{
GameObject obj;
if (_inactive.Count == 0)
{
// We don't have an object in our pool, so we
// instantiate a whole new object.
obj = GameObject.Instantiate<GameObject>(_prefab, pos, rot);
obj.name = _prefab.name + " (" + (_nextId++) + ")";
// Add the unique GameObject ID to our MemberHashset so we know this GO belongs to us.
MemberIDs.Add(obj.GetInstanceID());
}
else
{
// Grab the last object in the inactive array
obj = _inactive.Pop();
if (obj == null)
{
// The inactive object we expected to find no longer exists.
// The most likely causes are:
// - Someone calling Destroy() on our object
// - A scene change (which will destroy all our objects).
// NOTE: This could be prevented with a DontDestroyOnLoad
// if you really don't want this.
// No worries -- we'll just try the next one in our sequence.
return Spawn(pos, rot, parent);
}
}
obj.transform.SetParent(parent, false);
obj.transform.position = pos;
obj.transform.rotation = rot;
obj.SetActive(true);
return obj;
}
// Return an object to the inactive pool.
public void Despawn(GameObject obj)
{
if (obj.activeInHierarchy)
{
obj.SetActive(false);
// Since Stack doesn't have a Capacity member, we can't control
// the growth factor if it does have to expand an internal array.
// On the other hand, it might simply be using a linked list
// internally. But then, why does it allow us to specify a size
// in the constructor? Maybe it's a placebo? Stack is weird.
_inactive.Push(obj);
}
}
}
// All of our pools
public static Dictionary<int, Pool> _pools;
/// <summary>
/// Initialize our dictionary.
/// </summary>
private static void Init(GameObject prefab = null, int qty = DEFAULT_POOL_SIZE)
{
if (_pools == null)
_pools = new Dictionary<int, Pool>();
if (prefab != null)
{
//changed from (prefab, Pool) to (int, Pool) which should be faster if we have
//many different prefabs.
var prefabID = prefab.GetInstanceID();
if (!_pools.ContainsKey(prefabID))
_pools[prefabID] = new Pool(prefab, qty);
}
}
/// <summary>
/// If you want to preload a few copies of an object at the start
/// of a scene, you can use this. Really not needed unless you're
/// going to go from zero instances to 100+ very quickly.
/// Could technically be optimized more, but in practice the
/// Spawn/Despawn sequence is going to be pretty darn quick and
/// this avoids code duplication.
/// </summary>
static public void Preload(GameObject prefab, int qty = 1)
{
Init(prefab, qty);
// Make an array to grab the objects we're about to pre-spawn.
var obs = new GameObject[qty];
for (int i = 0; i < qty; i++)
obs[i] = Spawn(prefab, Vector3.zero, Quaternion.identity);
// Now despawn them all.
for (int i = 0; i < qty; i++)
Despawn(obs[i]);
}
/// <summary>
/// Spawns a copy of the specified prefab (instantiating one if required).
/// NOTE: Remember that Awake() or Start() will only run on the very first
/// spawn and that member variables won't get reset. OnEnable will run
/// after spawning -- but remember that toggling IsActive will also
/// call that function.
/// </summary>
static public GameObject Spawn(GameObject prefab, Vector3 pos, Quaternion rot, Transform parent = null)
{
Init(prefab);
return _pools[prefab.GetInstanceID()].Spawn(pos, rot, parent);
}
/// <summary>
/// Despawn the specified gameobject back into its pool.
/// </summary>
static public void Despawn(GameObject obj)
{
Pool p = null;
foreach (var pool in _pools.Values)
{
if (pool.MemberIDs.Contains(obj.GetInstanceID()))
{
p = pool;
break;
}
}
if (p == null)
{
Debug.LogWarning("Object '" + obj.name + "' wasn't spawned from a pool. Destroying it instead.");
GameObject.Destroy(obj);
}
else
{
p.Despawn(obj);
}
}
}
public static class SimplePoolGameObjectExtensions
{
public static void Despawn(this GameObject go)
{
SimplePool.Despawn(go);
}
}
@AndySum
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AndySum commented Jul 9, 2018

This is an awesome fork. Thanks for this.

There is a small bug on public void Despawn(GameObject obj) (which is present in the original as well). The method does not check if the gameobject is already inactive, which means that it can be despawned multiple times and added multiple times to the pool. It can be fixed by wrapping the code in if (obj.activeInHierarchy).

i.e:

public void Despawn(GameObject obj)
{
	if (obj.activeInHierarchy)
	{
		obj.SetActive(false);

		// Since Stack doesn't have a Capacity member, we can't control
		// the growth factor if it does have to expand an internal array.
		// On the other hand, it might simply be using a linked list 
		// internally.  But then, why does it allow us to specify a size
		// in the constructor? Maybe it's a placebo? Stack is weird.
		_inactive.Push(obj);
	}
}

@Draugor
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Author

Draugor commented Jul 9, 2020

This is an awesome fork. Thanks for this.

There is a small bug on public void Despawn(GameObject obj) (which is present in the original as well). The method does not check if the gameobject is already inactive, which means that it can be despawned multiple times and added multiple times to the pool. It can be fixed by wrapping the code in if (obj.activeInHierarchy).

Uhh thank you :D (allthough a bit late ^^°)
I never noticed that, because usually you only ever Spawn/Despawn through the SimplePool if you use it

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