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/// | |
/// Simple pooling for Unity. | |
/// Author: Martin "quill18" Glaude ([email protected]) | |
/// Extended: Simon "Draugor" Wagner (https://www.twitter.com/Draugor_/) | |
/// Latest Version: https://gist.github.com/Draugor/00f2a47e5f649945fe4466dea7697024 | |
/// License: CC0 (http://creativecommons.org/publicdomain/zero/1.0/) | |
/// UPDATES: | |
/// 2020-07-09: - Fixed a Bug with already inactive members getting Despawned again. thx AndySum (see: https://gist.github.com/Draugor/00f2a47e5f649945fe4466dea7697024#gistcomment-2642441) | |
/// 2020-06-30: - made the "parent" parameter avaible in the public API to spawn GameObjects as children | |
/// 2018-01-04: - Added Extension Method for Despawn on GameObjects | |
/// - Changed the Member Lookup so it doesn't require a PoolMemberComponent anymore. | |
/// - for that i added a HashSet which contains all PoolMemberIDs (HashSet has O(1) contains operator) | |
/// - Changed PoolDictionary from (Prefab, Pool) to (int, Pool) using Prefab.GetInstanceID | |
/// 2015-04-16: Changed Pool to use a Stack generic. | |
/// | |
/// Usage: | |
/// | |
/// There's no need to do any special setup of any kind. | |
/// | |
/// Instead of calling Instantiate(), use this: | |
/// SimplePool.Spawn(somePrefab, somePosition, someRotation); | |
/// | |
/// Instead of destroying an object, use this: | |
/// SimplePool.Despawn(myGameObject); | |
/// or this: | |
/// myGameObject.Despawn(); | |
/// | |
/// If desired, you can preload the pool with a number of instances: | |
/// SimplePool.Preload(somePrefab, 20); | |
/// | |
/// Remember that Awake and Start will only ever be called on the first instantiation | |
/// and that member variables won't be reset automatically. You should reset your | |
/// object yourself after calling Spawn(). (i.e. You'll have to do things like set | |
/// the object's HPs to max, reset animation states, etc...) | |
/// | |
/// | |
/// | |
using UnityEngine; | |
using System.Collections.Generic; | |
public static class SimplePool | |
{ | |
// You can avoid resizing of the Stack's internal data by | |
// setting this to a number equal to or greater to what you | |
// expect most of your pool sizes to be. | |
// Note, you can also use Preload() to set the initial size | |
// of a pool -- this can be handy if only some of your pools | |
// are going to be exceptionally large (for example, your bullets.) | |
public const int DEFAULT_POOL_SIZE = 3; | |
/// <summary> | |
/// The Pool class represents the pool for a particular prefab. | |
/// </summary> | |
public class Pool | |
{ | |
// We append an id to the name of anything we instantiate. | |
// This is purely cosmetic. | |
private int _nextId = 1; | |
// The structure containing our inactive objects. | |
// Why a Stack and not a List? Because we'll never need to | |
// pluck an object from the start or middle of the array. | |
// We'll always just grab the last one, which eliminates | |
// any need to shuffle the objects around in memory. | |
private readonly Stack<GameObject> _inactive; | |
//A Hashset which contains all GetInstanceIDs from the instantiated GameObjects | |
//so we know which GameObject is a member of this pool. | |
public readonly HashSet<int> MemberIDs; | |
// The prefab that we are pooling | |
private readonly GameObject _prefab; | |
// Constructor | |
public Pool(GameObject prefab, int initialQty) | |
{ | |
_prefab = prefab; | |
// If Stack uses a linked list internally, then this | |
// whole initialQty thing is a placebo that we could | |
// strip out for more minimal code. But it can't *hurt*. | |
_inactive = new Stack<GameObject>(initialQty); | |
MemberIDs = new HashSet<int>(); | |
} | |
// Spawn an object from our pool | |
public GameObject Spawn(Vector3 pos, Quaternion rot, Transform parent = null) | |
{ | |
GameObject obj; | |
if (_inactive.Count == 0) | |
{ | |
// We don't have an object in our pool, so we | |
// instantiate a whole new object. | |
obj = GameObject.Instantiate<GameObject>(_prefab, pos, rot); | |
obj.name = _prefab.name + " (" + (_nextId++) + ")"; | |
// Add the unique GameObject ID to our MemberHashset so we know this GO belongs to us. | |
MemberIDs.Add(obj.GetInstanceID()); | |
} | |
else | |
{ | |
// Grab the last object in the inactive array | |
obj = _inactive.Pop(); | |
if (obj == null) | |
{ | |
// The inactive object we expected to find no longer exists. | |
// The most likely causes are: | |
// - Someone calling Destroy() on our object | |
// - A scene change (which will destroy all our objects). | |
// NOTE: This could be prevented with a DontDestroyOnLoad | |
// if you really don't want this. | |
// No worries -- we'll just try the next one in our sequence. | |
return Spawn(pos, rot, parent); | |
} | |
} | |
obj.transform.SetParent(parent, false); | |
obj.transform.position = pos; | |
obj.transform.rotation = rot; | |
obj.SetActive(true); | |
return obj; | |
} | |
// Return an object to the inactive pool. | |
public void Despawn(GameObject obj) | |
{ | |
if (obj.activeInHierarchy) | |
{ | |
obj.SetActive(false); | |
// Since Stack doesn't have a Capacity member, we can't control | |
// the growth factor if it does have to expand an internal array. | |
// On the other hand, it might simply be using a linked list | |
// internally. But then, why does it allow us to specify a size | |
// in the constructor? Maybe it's a placebo? Stack is weird. | |
_inactive.Push(obj); | |
} | |
} | |
} | |
// All of our pools | |
public static Dictionary<int, Pool> _pools; | |
/// <summary> | |
/// Initialize our dictionary. | |
/// </summary> | |
private static void Init(GameObject prefab = null, int qty = DEFAULT_POOL_SIZE) | |
{ | |
if (_pools == null) | |
_pools = new Dictionary<int, Pool>(); | |
if (prefab != null) | |
{ | |
//changed from (prefab, Pool) to (int, Pool) which should be faster if we have | |
//many different prefabs. | |
var prefabID = prefab.GetInstanceID(); | |
if (!_pools.ContainsKey(prefabID)) | |
_pools[prefabID] = new Pool(prefab, qty); | |
} | |
} | |
/// <summary> | |
/// If you want to preload a few copies of an object at the start | |
/// of a scene, you can use this. Really not needed unless you're | |
/// going to go from zero instances to 100+ very quickly. | |
/// Could technically be optimized more, but in practice the | |
/// Spawn/Despawn sequence is going to be pretty darn quick and | |
/// this avoids code duplication. | |
/// </summary> | |
static public void Preload(GameObject prefab, int qty = 1) | |
{ | |
Init(prefab, qty); | |
// Make an array to grab the objects we're about to pre-spawn. | |
var obs = new GameObject[qty]; | |
for (int i = 0; i < qty; i++) | |
obs[i] = Spawn(prefab, Vector3.zero, Quaternion.identity); | |
// Now despawn them all. | |
for (int i = 0; i < qty; i++) | |
Despawn(obs[i]); | |
} | |
/// <summary> | |
/// Spawns a copy of the specified prefab (instantiating one if required). | |
/// NOTE: Remember that Awake() or Start() will only run on the very first | |
/// spawn and that member variables won't get reset. OnEnable will run | |
/// after spawning -- but remember that toggling IsActive will also | |
/// call that function. | |
/// </summary> | |
static public GameObject Spawn(GameObject prefab, Vector3 pos, Quaternion rot, Transform parent = null) | |
{ | |
Init(prefab); | |
return _pools[prefab.GetInstanceID()].Spawn(pos, rot, parent); | |
} | |
/// <summary> | |
/// Despawn the specified gameobject back into its pool. | |
/// </summary> | |
static public void Despawn(GameObject obj) | |
{ | |
Pool p = null; | |
foreach (var pool in _pools.Values) | |
{ | |
if (pool.MemberIDs.Contains(obj.GetInstanceID())) | |
{ | |
p = pool; | |
break; | |
} | |
} | |
if (p == null) | |
{ | |
Debug.LogWarning("Object '" + obj.name + "' wasn't spawned from a pool. Destroying it instead."); | |
GameObject.Destroy(obj); | |
} | |
else | |
{ | |
p.Despawn(obj); | |
} | |
} | |
} | |
public static class SimplePoolGameObjectExtensions | |
{ | |
public static void Despawn(this GameObject go) | |
{ | |
SimplePool.Despawn(go); | |
} | |
} |
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Uhh thank you :D (allthough a bit late ^^°)
I never noticed that, because usually you only ever Spawn/Despawn through the SimplePool if you use it