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Thorbjoern
2025-05-26 00:46:28 +02:00
commit e5bca03433
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using UnityEngine;
using UnityEngine.Pool;
namespace XRMultiplayer
{
public class Pooler : MonoBehaviour
{
/// <summary>
/// The Prefab to spawn and use for pooling.
/// </summary>
[SerializeField, Tooltip("The Prefab to spawn and use for pooling")]
GameObject m_SpawnPrefab;
/// <summary>
/// Collection checks are performed when an instance is returned back to the pool.
/// An exception will be thrown if the instance is already in the pool.
/// Collection checks are only performed in the Editor.
/// </summary>
[SerializeField, Tooltip("An exception will be thrown if the instance is already in the pool")]
bool m_UseCollectionChecks = true;
/// <summary>
/// The default capacity the pool will be created with.
/// </summary>
[SerializeField, Tooltip("he default capacity the pool will be created with")]
int m_DefaultCapacity = 30;
/// <summary>
/// The maximum size of the pool.
/// When the pool reaches the max size then any further instances returned to the pool will be ignored and can be garbage collected.
/// This can be used to prevent the pool growing to a very large size
/// </summary>
[SerializeField, Tooltip("The maximum size of the pool")]
int m_MaxCapacity = 1000;
/// <summary>
/// If true, the spawned object will be parented under the transform of the Pooler.
/// </summary>
[SerializeField, Tooltip("Spawned objects will be parented under this Transform")]
bool m_ParentUnderTransform = false;
IObjectPool<GameObject> m_Pool;
protected virtual void Start()
{
InitializePool();
}
protected void InitializePool()
{
m_Pool = new ObjectPool<GameObject>(CreateNewObject, OnTakeFromPool, OnReturnToPool,
OnDestroyPoolObject, m_UseCollectionChecks, m_DefaultCapacity, m_MaxCapacity);
}
protected GameObject CreateNewObject()
{
GameObject spawnedObject = Instantiate(m_SpawnPrefab);
if (m_ParentUnderTransform)
spawnedObject.transform.SetParent(transform);
return spawnedObject;
}
/// <summary>
/// Called when an instance is taken from the pool.
/// </summary>
protected void OnTakeFromPool(GameObject go)
{
go.SetActive(true);
}
/// <summary>
/// Called when returning an instance to the pool.
/// </summary>
protected void OnReturnToPool(GameObject go)
{
go.SetActive(false);
}
/// <summary>
/// Called when returning an instance to a pool that is full, or when called <see cref="ObjectPool.Dispose"/>, or <see cref="ObjectPool.Clear"/>
/// </summary>
/// <param name="go"></param>
protected void OnDestroyPoolObject(GameObject go)
{
Destroy(go);
}
/// <summary>
/// Get an instance from the pool. If the pool is empty then a new instance will be created.
/// </summary>
public GameObject GetItem()
{
return m_Pool.Get();
}
/// <summary>
/// Returns the instance back to the pool. Returning an instance to a pool that is full will cause the instance to be destroyed.
/// </summary>
/// <param name="item"></param>
public void ReturnItem(GameObject item)
{
m_Pool.Release(item);
}
}
}