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Very basic Unity game object pool
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using System.Collections.Generic; | |
using UnityEngine; | |
public class VerySimpleObjectPool : MonoBehaviour | |
{ | |
[SerializeField] private GameObject pooledObject = null; | |
[SerializeField] private int pooledAmount = 2; | |
[SerializeField] private bool canGrow = true; | |
[SerializeField] bool asyncInstantiate = false; | |
private List<GameObject> pooledObjects = null; | |
public static MonoBehaviour coroutineRunner; | |
private void Awake() | |
{ | |
if (!asyncInstantiate) | |
{ | |
InstantiatePooledObjects(); | |
} | |
} | |
public void InstantiatePooledObjectsAsync(Action OnComplete) | |
{ | |
if (pooledObject == null || pooledObjects != null) | |
{ | |
return; | |
} | |
pooledObjects = new List<GameObject>(); | |
coroutineRunner.StartCoroutine(InstantiatePooledObjectsCoroutine(OnComplete)); | |
pooledObject.SetActive(false); | |
} | |
public T GetObject<T>() where T : class | |
{ | |
GameObject pooledObject = GetObject(); | |
if (pooledObject != null) | |
{ | |
return pooledObject.GetComponent<T>(); | |
} | |
else | |
{ | |
return null; | |
} | |
} | |
public GameObject GetObject() | |
{ | |
if (pooledObject == null) | |
{ | |
return null; | |
} | |
if (pooledObjects == null) | |
{ | |
InstantiatePooledObjects(); | |
} | |
for (int i = 0; i < pooledObjects.Count; i++) | |
{ | |
if (pooledObjects[i] == null) | |
{ | |
GameObject obj = Instantiate(pooledObject); | |
obj.transform.SetParent(transform, false); | |
obj.SetActive(true); | |
pooledObjects[i] = obj; | |
return pooledObjects[i]; | |
} | |
if (!pooledObjects[i].activeSelf) | |
{ | |
pooledObjects[i].SetActive(true); | |
return pooledObjects[i]; | |
} | |
} | |
if (canGrow) | |
{ | |
GameObject obj = Instantiate(pooledObject); | |
pooledObjects.Add(obj); | |
obj.transform.SetParent(transform, false); | |
obj.SetActive(true); | |
return obj; | |
} | |
return null; | |
} | |
public List<T> GetActiveObjects<T>() | |
{ | |
var activeObjects = new List<T>(); | |
foreach (GameObject pooledObject in pooledObjects) | |
{ | |
if (pooledObject.activeSelf) | |
{ | |
activeObjects.Add(pooledObject.GetComponent<T>()); | |
} | |
} | |
return activeObjects; | |
} | |
public void ReleaseObject(GameObject pooledObject) | |
{ | |
pooledObject.SetActive(false); | |
pooledObject.transform.SetParent(transform); | |
} | |
public void ReleaseAllObjects() | |
{ | |
if (pooledObjects == null) | |
{ | |
return; | |
} | |
foreach (GameObject pooledObject in pooledObjects) | |
{ | |
pooledObject.SetActive(false); | |
pooledObject.transform.SetParent(transform); | |
} | |
} | |
private void InstantiatePooledObjects() | |
{ | |
if (pooledObject == null || pooledObjects != null) | |
{ | |
return; | |
} | |
pooledObjects = new List<GameObject>(); | |
for (int i = 0; i < pooledAmount; i++) | |
{ | |
pooledObjects.Add( InstantiateObject() ); | |
} | |
pooledObject.SetActive(false); | |
} | |
private IEnumerator InstantiatePooledObjectsCoroutine(Action OnComplete) | |
{ | |
for (int i = 0; i < pooledAmount; i++) | |
{ | |
pooledObjects.Add(InstantiateObject()); | |
yield return new WaitForEndOfFrame(); | |
} | |
OnComplete?.Invoke(); | |
} | |
GameObject InstantiateObject() | |
{ | |
GameObject obj = Instantiate(pooledObject); | |
obj.transform.SetParent(transform, false); | |
obj.SetActive(false); | |
return obj; | |
} | |
} |
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