Created
May 25, 2017 16:15
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using System.Collections.Generic; | |
using UnityEngine; | |
public class Pool : MonoBehaviour | |
{ | |
private static Dictionary<PooledMonobehaviour, Pool> pools = new Dictionary<PooledMonobehaviour, Pool>(); | |
private Queue<PooledMonobehaviour> objects = new Queue<PooledMonobehaviour>(); | |
private List<PooledMonobehaviour> disabledObjects = new List<PooledMonobehaviour>(); | |
private PooledMonobehaviour prefab; | |
public static Pool GetPool(PooledMonobehaviour prefab) | |
{ | |
if (pools.ContainsKey(prefab)) | |
return pools[prefab]; | |
var pool = new GameObject("Pool-" + (prefab as Component).name).AddComponent<Pool>(); | |
pool.prefab = prefab; | |
pool.GrowPool(); | |
pools.Add(prefab, pool); | |
return pool; | |
} | |
public T Get<T>() where T : PooledMonobehaviour | |
{ | |
if (objects.Count == 0) | |
{ | |
GrowPool(); | |
} | |
var pooledObject = objects.Dequeue(); | |
return pooledObject as T; | |
} | |
public void GrowPool() | |
{ | |
for (int i = 0; i < prefab.InitialPoolSize; i++) | |
{ | |
var pooledObject = Instantiate(this.prefab) as PooledMonobehaviour; | |
(pooledObject as Component).gameObject.name += " " + i; | |
pooledObject.OnDestroyEvent += () => AddObjectToAvailable(pooledObject); | |
(pooledObject as Component).gameObject.SetActive(false); | |
} | |
} | |
private void Update() | |
{ | |
MakeDisabledObjectsChildren(); | |
} | |
private void MakeDisabledObjectsChildren() | |
{ | |
if (disabledObjects.Count > 0) | |
{ | |
foreach (var pooledObject in disabledObjects) | |
{ | |
if (pooledObject.gameObject.activeInHierarchy == false) | |
{ | |
(pooledObject as Component).transform.SetParent(transform); | |
} | |
} | |
disabledObjects.Clear(); | |
} | |
} | |
private void AddObjectToAvailable(PooledMonobehaviour pooledObject) | |
{ | |
disabledObjects.Add(pooledObject); | |
objects.Enqueue(pooledObject); | |
} | |
} |
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