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Forked from quill18/SimplePool.cs
Created July 22, 2017 08:42
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///
/// Simple pooling for Unity.
/// Author: Martin "quill18" Glaude ([email protected])
/// Latest Version: https://gist.github.com/quill18/5a7cfffae68892621267
/// License: CC0 (http://creativecommons.org/publicdomain/zero/1.0/)
/// UPDATES:
/// 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);
///
/// 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.)
const int DEFAULT_POOL_SIZE = 3;
/// <summary>
/// The Pool class represents the pool for a particular prefab.
/// </summary>
class Pool {
// We append an id to the name of anything we instantiate.
// This is purely cosmetic.
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.
Stack<GameObject> inactive;
// The prefab that we are pooling
GameObject prefab;
// Constructor
public Pool(GameObject prefab, int initialQty) {
this.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);
}
// Spawn an object from our pool
public GameObject Spawn(Vector3 pos, Quaternion rot) {
GameObject obj;
if(inactive.Count==0) {
// We don't have an object in our pool, so we
// instantiate a whole new object.
obj = (GameObject)GameObject.Instantiate(prefab, pos, rot);
obj.name = prefab.name + " ("+(nextId++)+")";
// Add a PoolMember component so we know what pool
// we belong to.
obj.AddComponent<PoolMember>().myPool = this;
}
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);
}
}
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) {
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);
}
}
/// <summary>
/// Added to freshly instantiated objects, so we can link back
/// to the correct pool on despawn.
/// </summary>
class PoolMember : MonoBehaviour {
public Pool myPool;
}
// All of our pools
static Dictionary< GameObject, Pool > pools;
/// <summary>
/// Initialize our dictionary.
/// </summary>
static void Init (GameObject prefab=null, int qty = DEFAULT_POOL_SIZE) {
if(pools == null) {
pools = new Dictionary<GameObject, Pool>();
}
if(prefab!=null && pools.ContainsKey(prefab) == false) {
pools[prefab] = 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.
GameObject[] 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) {
Init(prefab);
return pools[prefab].Spawn(pos, rot);
}
/// <summary>
/// Despawn the specified gameobject back into its pool.
/// </summary>
static public void Despawn(GameObject obj) {
PoolMember pm = obj.GetComponent<PoolMember>();
if(pm == null) {
Debug.Log ("Object '"+obj.name+"' wasn't spawned from a pool. Destroying it instead.");
GameObject.Destroy(obj);
}
else {
pm.myPool.Despawn(obj);
}
}
}
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