Roses/Assets/Scripts/Pooling/Pooler.cs
2024-04-19 15:57:25 +02:00

152 lines
No EOL
4.7 KiB
C#

using System.Collections.Generic;
using UnityEngine;
namespace Pooling {
public class Pooler : MonoBehaviour {
private static Pooler _instance;
public static Pooler Instance {
get {
if (_instance != null)
return _instance;
_instance = FindObjectOfType<Pooler>();
if (_instance != null)
return _instance;
GameObject obj = new("[Object Pool]");
_instance = obj.AddComponent<Pooler>();
return _instance;
}
}
private static List<GameObject> _tempList = new();
private Dictionary<GameObject, List<GameObject>> _pooledObjects = new();
private Dictionary<GameObject, GameObject> _spawnedObjects = new();
public static void CreatePool<T>(T prefab, int initialPoolSize) where T : Component {
CreatePool(prefab.gameObject, initialPoolSize);
}
public static void CreatePool(GameObject prefab, int initialPoolSize) {
if (prefab == null || Instance._pooledObjects.ContainsKey(prefab))
return;
List<GameObject> list = new();
Instance._pooledObjects.Add(prefab, list);
if (initialPoolSize <= 0) return;
bool active = prefab.activeSelf;
prefab.SetActive(false);
Transform parent = Instance.transform;
while (list.Count < initialPoolSize) {
GameObject obj = Instantiate(prefab, parent);
list.Add(obj);
}
prefab.SetActive(active);
}
public static T Spawn<T>(T prefab, Transform parent, Vector3 position, Quaternion rotation)
where T : Component =>
Spawn(prefab.gameObject, parent, position, rotation).GetComponent<T>();
public static T Spawn<T>(T prefab, Vector3 position, Quaternion rotation) where T : Component =>
Spawn(prefab.gameObject, null, position, rotation).GetComponent<T>();
public static T Spawn<T>(T prefab, Transform parent, Vector3 position) where T : Component =>
Spawn(prefab.gameObject, parent, position, Quaternion.identity).GetComponent<T>();
public static T Spawn<T>(T prefab, Vector3 position) where T : Component =>
Spawn(prefab.gameObject, null, position, Quaternion.identity).GetComponent<T>();
public static T Spawn<T>(T prefab, Transform parent) where T : Component =>
Spawn(prefab.gameObject, parent, Vector3.zero, Quaternion.identity).GetComponent<T>();
public static T Spawn<T>(T prefab) where T : Component =>
Spawn(prefab.gameObject, null, Vector3.zero, Quaternion.identity).GetComponent<T>();
public static GameObject Spawn(GameObject prefab, Transform parent, Vector3 position) =>
Spawn(prefab, parent, position, Quaternion.identity);
public static GameObject Spawn(GameObject prefab, Vector3 position, Quaternion rotation) =>
Spawn(prefab, null, position, rotation);
public static GameObject Spawn(GameObject prefab, Transform parent) =>
Spawn(prefab, parent, Vector3.zero, Quaternion.identity);
public static GameObject Spawn(GameObject prefab, Vector3 position) =>
Spawn(prefab, null, position, Quaternion.identity);
public static GameObject Spawn(GameObject prefab) =>
Spawn(prefab, null, Vector3.zero, Quaternion.identity);
public static GameObject Spawn(GameObject prefab, Transform parent, Vector3 position, Quaternion rotation) {
List<GameObject> list;
Transform trans;
GameObject obj;
if (Instance._pooledObjects.TryGetValue(prefab, out list)) {
obj = null;
if (list.Count > 0) {
while (!obj && list.Count > 0) {
obj = list[0];
list.RemoveAt(0);
}
if (obj != null) {
trans = obj.transform;
trans.parent = parent;
trans.localPosition = position;
trans.localRotation = rotation;
obj.SetActive(true);
Instance._spawnedObjects.Add(obj, prefab);
TryCallPooledObject(obj);
return obj;
}
}
obj = Instantiate(prefab);
trans = obj.transform;
trans.parent = parent;
trans.localPosition = position;
trans.localRotation = rotation;
Instance._spawnedObjects.Add(obj, prefab);
TryCallPooledObject(obj);
return obj;
}
obj = Instantiate(prefab);
trans = obj.transform;
trans.parent = parent;
trans.localPosition = position;
trans.localRotation = rotation;
TryCallPooledObject(obj);
return obj;
}
private static void TryCallPooledObject(GameObject obj) {
if(obj.TryGetComponent(out IPooledObject pooledObject))
pooledObject.OnObjectSpawn();
}
public static void Recycle<T>(T obj) where T : Component {
Recycle(obj.gameObject);
}
public static void Recycle(GameObject obj) {
GameObject prefab;
if (Instance._spawnedObjects.TryGetValue(obj, out prefab))
Recycle(obj, prefab);
else
Destroy(obj);
}
private static void Recycle(GameObject obj, GameObject prefab) {
Instance._pooledObjects[prefab].Add(obj);
Instance._spawnedObjects.Remove(obj);
obj.transform.parent = Instance.transform;
obj.SetActive(false);
}
}
}