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Liteprint: Extension set for a quick & semiautomatic data pool for transform objects.
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// Liteprint v0.1 alpha | |
// Extension set for a quick & semiautomatic data pool for transform objects. | |
// Just put '.lit' after any transform to access his powers. | |
// - .litCreate( Prepares & fill a pool for the current transform (optional). | |
// - .litSpawn( Returns a clone from the pool based on the current transform (Instantiate-like). | |
// - .litRecycle() Put back the current clone to his pool for reuse. | |
// - .litFlush() Cleans & destroy all pool elements for the current transform. | |
// Created by Andrés Villalobos [[email protected]] [twitter.com/matnesis] | |
// 14/02/2015 4:21 pm | |
// Copyright (c) 14/02/2015 [email protected] | |
// Permission is hereby granted, free of charge, to any person obtaining a copy | |
// of this software and associated documentation files (the "Software"), to deal | |
// in the Software without restriction, including without limitation the rights | |
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell | |
// copies of the Software, and to permit persons to whom the Software is | |
// furnished to do so, subject to the following conditions: | |
// The above copyright notice and this permission notice shall be included in all | |
// copies or substantial portions of the Software. | |
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR | |
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, | |
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE | |
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER | |
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, | |
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE | |
// SOFTWARE. | |
using System.Collections.Generic; | |
using UnityEngine; | |
/// <summary> | |
/// Extension set for a quick & semiautomatic data pool for transform objects. | |
/// </summary> | |
public static class Liteprint | |
{ | |
private static Dictionary<Transform, List<Transform>> readyPool; | |
private static Dictionary<Transform, Transform> outPool; | |
private static void PrepareInternalDictionaries(Transform instance) | |
{ | |
// Dictionaries | |
if (readyPool == null) | |
readyPool = new Dictionary<Transform, List<Transform>>(); | |
if (outPool == null) | |
outPool = new Dictionary<Transform, Transform>(); | |
// Pool lists | |
if (readyPool.ContainsKey(instance) == false) | |
readyPool[instance] = new List<Transform>(); | |
if (readyPool[instance] == null) | |
readyPool[instance] = new List<Transform>(); | |
} | |
private static Transform GetParent(Transform from) | |
{ | |
string parentName = "[Liteprint::" + from.name + "." + from.GetInstanceID() + "]"; | |
GameObject parent = GameObject.Find(parentName); | |
if (parent == null) | |
parent = new GameObject(parentName); | |
return parent.transform; | |
} | |
/// <summary> | |
/// Prepares & fill a pool for the current transform. | |
/// </summary> | |
public static void litCreatePool(this Transform instance, int quantity) | |
{ | |
PrepareInternalDictionaries(instance); | |
Vector3 pos = instance.position; | |
while (quantity-- > 0) | |
{ | |
Transform newClone = MonoBehaviour.Instantiate(instance, pos + new Vector3(-9999, -9999, -9999), Quaternion.identity) as Transform; | |
newClone.parent = GetParent(instance); | |
readyPool[instance].Add(newClone); | |
} | |
} | |
/// <summary> | |
/// Returns a clone from the pool based on the current transform (Instantiate-like). | |
/// </summary> | |
public static Transform litSpawn(this Transform instance, Vector3 position, Quaternion rotation) | |
{ | |
PrepareInternalDictionaries(instance); | |
// If not enough, create more | |
if (readyPool[instance].Count < 1) | |
instance.litCreatePool(2); | |
// First on the pool | |
Transform spawn = readyPool[instance][0]; | |
// Skip nulls & retry | |
if (spawn == null) | |
{ | |
readyPool[instance].RemoveAt(0); | |
return instance.litSpawn(position, rotation); | |
} | |
// Allocation | |
spawn.parent = GetParent(instance); | |
spawn.position = position; | |
spawn.rotation = rotation; | |
// Pool swap | |
readyPool[instance].RemoveAt(0); | |
outPool[spawn] = instance; | |
return spawn; | |
} | |
/// <summary> | |
/// Put back the current clone to his pool for reuse. | |
/// </summary> | |
public static bool litRecycle(this Transform instance) | |
{ | |
PrepareInternalDictionaries(instance); | |
if (outPool.ContainsKey(instance) == true) | |
{ | |
readyPool[outPool[instance]].Add(instance); | |
return true; | |
} | |
return false; | |
} | |
/// <summary> | |
/// Cleans & destroy all pool elements for the current transform. | |
/// </summary> | |
public static void litFlush(this Transform instance) | |
{ | |
if (readyPool.ContainsKey(instance)) | |
{ | |
foreach (Transform t in readyPool[instance]) | |
{ | |
if (outPool.ContainsKey(t)) | |
outPool.Remove(t); | |
MonoBehaviour.Destroy(t.gameObject); | |
} | |
} | |
} | |
} |
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