using System.Collections; using System.Collections.Generic; using UnityEngine; public class ObjectPooler : MonoBehaviour{ [System.Serializable] public class Pool{ public string tag; public GameObject prefab; public int size; } #region Singleton public static ObjectPooler Instance; private void Awake(){ Instance = this; } #endregion public List pools; public Dictionary> poolDictionary; // Start is called before the first frame update void Start(){ poolDictionary = new Dictionary>(); foreach (Pool pool in pools){ Queue objectPool = new Queue(); for (int i = 0; i < pool.size; i++){ GameObject obj = Instantiate(pool.prefab, gameObject.transform); obj.SetActive(false); objectPool.Enqueue(obj); } poolDictionary.Add(pool.tag, objectPool); } } public GameObject SpawnFromPool(string tag, Vector3 position, Quaternion rotation){ if (!poolDictionary.ContainsKey(tag)){ Debug.LogWarning("Pool with tag " + tag + " doesn't excist."); return null; } GameObject objectToSpawn = poolDictionary[tag].Dequeue(); objectToSpawn.SetActive(true); objectToSpawn.transform.position = position; objectToSpawn.transform.rotation = rotation; IPooledObject pooledObj = objectToSpawn.GetComponent(); if (pooledObj != null){ pooledObj.OnObjectSpawn(); } poolDictionary[tag].Enqueue(objectToSpawn); return objectToSpawn; } }