Created
April 7, 2020 18:36
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using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
public class Spawner : MonoBehaviour | |
{ | |
public static Spawner spawner; | |
public GameObject[] prefabs; | |
List<GameObject>[] pools; | |
void Awake () | |
{ | |
if (spawner == null) | |
{ | |
spawner = this; | |
DontDestroyOnLoad(gameObject); | |
Setup(); | |
} | |
else | |
{ | |
Debug.Log("Spawner already exists, destroying this one."); | |
Destroy(gameObject); | |
} | |
} | |
void Setup () | |
{ | |
pools = new List<GameObject>[prefabs.Length]; | |
for (int i = 0; i < prefabs.Length; i++) | |
{ | |
pools[i] = new List<GameObject>(); | |
} | |
} | |
public static GameObject GetPrefab(string objName) | |
{ | |
for (int i = 0; i < spawner.prefabs.Length; i++) | |
{ | |
if (objName == spawner.prefabs[i].name) return spawner.prefabs[i]; | |
} | |
return null; | |
} | |
public static GameObject Spawn (string objName, Vector3 pos) | |
{ | |
for (int i = 0; i < spawner.prefabs.Length; i++) | |
{ | |
if (objName == spawner.prefabs[i].name) | |
{ | |
GameObject g = spawner.pools[i].Find(CanUse); | |
if (g == null) | |
{ | |
g = Instantiate(spawner.prefabs[i]) as GameObject; | |
spawner.pools[i].Add(g); | |
} | |
g.transform.position = pos; | |
g.transform.SetParent(spawner.transform); | |
g.SetActive(true); | |
return g; | |
} | |
} | |
return null; | |
} | |
static bool CanUse (GameObject g) | |
{ | |
return !g.activeSelf; | |
} | |
public static void DisableAll() | |
{ | |
for (int i = 0; i < spawner.prefabs.Length; i++) | |
{ | |
for (int j = 0; j < spawner.pools[i].Count; j++) | |
{ | |
spawner.pools[i][j].SetActive(false); | |
} | |
} | |
} | |
} |
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