Files
Unity20GameJam/Assets/A2WToolBox/Runtime/PoolManager/PoolManager.cs

114 lines
2.5 KiB
C#

using System;
using System.Collections.Generic;
using MonsterLove.Collections;
using UnityEngine;
namespace A2W
{
public class PoolManager : MonoBehaviour
{
public bool logStatus;
public Transform root;
private Dictionary<GameObject, ObjectPool<GameObject>> prefabLookup;
private Dictionary<GameObject, ObjectPool<GameObject>> instanceLookup;
private bool dirty = false;
public void Init()
{
prefabLookup = new Dictionary<GameObject, ObjectPool<GameObject>>();
instanceLookup = new Dictionary<GameObject, ObjectPool<GameObject>>();
}
public void WarmPool(GameObject prefab, int size)
{
if (prefabLookup is null)
{
Init();
}
if (prefabLookup.ContainsKey(prefab))
{
throw new Exception("Pool for prefab " + prefab.name + " has already been created");
}
var pool = new ObjectPool<GameObject>(() => { return instantiatePrefab(prefab); }, size);
prefabLookup[prefab] = pool;
dirty = true;
}
public GameObject SpawnObject(GameObject prefab)
{
return SpawnObject(prefab, Vector3.zero, Quaternion.identity);
}
public GameObject SpawnObject(GameObject prefab, Vector3 position, Quaternion rotation)
{
if (!prefabLookup.ContainsKey(prefab))
{
WarmPool(prefab, 1);
}
var pool = prefabLookup[prefab];
var clone = pool.GetItem();
clone.transform.SetPositionAndRotation(position, rotation);
clone.SetActive(true);
instanceLookup.Add(clone, pool);
dirty = true;
return clone;
}
public void ReleaseObject(GameObject clone)
{
clone.SetActive(false);
if (root != null) clone.transform.SetParent(root, false);
if (instanceLookup.ContainsKey(clone))
{
instanceLookup[clone].ReleaseItem(clone);
instanceLookup.Remove(clone);
dirty = true;
}
else
{
Debug.LogWarning("No pool contains the object: " + clone.name);
}
}
private GameObject instantiatePrefab(GameObject prefab)
{
var go = Instantiate(prefab) as GameObject;
//if (root != null) go.transform.parent = root;
if (root != null) go.transform.SetParent(root, false);
go.SetActive(false);
return go;
}
private void logUpdate()
{
if (logStatus && dirty)
{
printStatus();
dirty = false;
}
}
private void printStatus()
{
foreach (KeyValuePair<GameObject, ObjectPool<GameObject>> keyVal in prefabLookup)
{
Debug.Log(string.Format("Object Pool for Prefab: {0} In Use: {1} Total {2}", keyVal.Key.name, keyVal.Value.CountUsedItems, keyVal.Value.Count));
}
}
}
}