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using System.Collections.Generic; | |
using UnityEngine; | |
public class Pool : MonoBehaviour | |
{ | |
private const int DEFUALT_POOL_SIZE = 100; | |
private static Dictionary<IPoolable, Pool> pools = new Dictionary<IPoolable, Pool>(); | |
public static Pool GetPool(IPoolable prefab) | |
{ | |
if (pools.ContainsKey(prefab)) | |
{ | |
if (pools[prefab] != null) | |
return pools[prefab]; | |
else | |
pools.Remove(prefab); | |
} | |
var pool = new GameObject("Pool-" + (prefab as Component).name).AddComponent<Pool>(); | |
pool.Initialize(prefab); | |
pools.Add(prefab, pool); | |
return pool; | |
} | |
public static Pool Prewarm(IPoolable prefab, int initialSize) | |
{ | |
if (pools.ContainsKey(prefab)) | |
{ | |
if (pools[prefab] != null) | |
{ | |
Debug.LogError("Pool already created, can't prewarm"); | |
return pools[prefab]; | |
} | |
else | |
pools.Remove(prefab); | |
} | |
var pool = new GameObject("Pool-" + (prefab as Component).name).AddComponent<Pool>(); | |
pool.Initialize(prefab, initialSize); | |
pools.Add(prefab, pool); | |
return pool; | |
} | |
private GameObject prefab; | |
private Queue<IPoolable> objects = new Queue<IPoolable>(); | |
private List<IPoolable> disabledObjects = new List<IPoolable>(); | |
private void Initialize(IPoolable poolablePrefab, int initialSize = DEFUALT_POOL_SIZE) | |
{ | |
this.prefab = (poolablePrefab as Component).gameObject; | |
for (int i = 0; i < initialSize; i++) | |
{ | |
var pooledObject = (Instantiate(this.prefab) as GameObject).GetComponent<IPoolable>(); | |
(pooledObject as Component).gameObject.name += " " + i; | |
pooledObject.OnDestroyEvent += () => AddObjectToAvailable(pooledObject); | |
(pooledObject as Component).gameObject.SetActive(false); | |
} | |
} | |
private void AddObjectToAvailable(IPoolable pooledObject) | |
{ | |
disabledObjects.Add(pooledObject); | |
objects.Enqueue(pooledObject); | |
} | |
private IPoolable Get() | |
{ | |
lock (this) | |
{ | |
if (objects.Count == 0) | |
{ | |
int amountToGrowPool = Mathf.Max((disabledObjects.Count / 10), 1); | |
Initialize(this.prefab.GetComponent<IPoolable>(), amountToGrowPool); | |
} | |
var pooledObject = objects.Dequeue(); | |
return pooledObject; | |
} | |
} | |
public IPoolable Get(Vector3 position, Quaternion rotation) | |
{ | |
var pooledObject = Get(); | |
(pooledObject as Component).transform.position = position; | |
(pooledObject as Component).transform.rotation = rotation; | |
(pooledObject as Component).gameObject.SetActive(true); | |
return pooledObject; | |
} | |
private void Update() | |
{ | |
MakeDisabledObjectsChildren(); | |
} | |
private void MakeDisabledObjectsChildren() | |
{ | |
if (disabledObjects.Count > 0) | |
{ | |
foreach (var pooledObject in disabledObjects) | |
{ | |
(pooledObject as Component).transform.SetParent(transform); | |
} | |
disabledObjects.Clear(); | |
} | |
} | |
} |
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