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February 15, 2023 01:31
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Pool hub is a simple way to create pools in runtime as you need them. Very useful to avoid Instantiate() and Destroy()
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//Useful for generic pooling, autoincrement, creating pools. Everything Useful to pool | |
//I've made that for gameObjects but change it as you wish. | |
//Fell free to use it, you are awesome | |
using System.Collections.Generic; | |
using System.Linq; | |
using UnityEngine; | |
using System; | |
public struct PoolHub | |
{ | |
public List<GameObject> hub; | |
bool useAutoIncrement; | |
Func<GameObject, bool> defaultQuery; | |
public PoolHub(GameObject prefabToUse, bool useAutoIncrement = true, int listInitialSize = 10) | |
{ | |
hub = new List<GameObject>(); | |
this.useAutoIncrement = useAutoIncrement; | |
defaultQuery = (gameObject) => !gameObject.activeSelf; | |
for (int i = 0; i <= listInitialSize; i++) | |
{ | |
GameObject @object = UnityEngine.Object.Instantiate(prefabToUse); | |
@object.SetActive(false); | |
hub.Add(@object); | |
} | |
} | |
public GameObject GetFromPool(Func<GameObject, bool> querySelector = null) | |
{ | |
if(querySelector == null) | |
querySelector = defaultQuery; | |
GameObject returnO = (hub.Where(querySelector).Any()) ? hub.Where(querySelector).First() : null; | |
//This is the Auto Increment. | |
if (returnO == null) | |
{ | |
returnO = UnityEngine.Object.Instantiate(hub.First()); | |
returnO.SetActive(false); | |
hub.Add(returnO); | |
} | |
return returnO; | |
} | |
public T GetFromPool<T>(Func<GameObject, bool> querySelector = null) where T: Component | |
{ | |
GameObject oj = GetFromPool(querySelector); | |
T cachedComponent; | |
if (oj.TryGetComponent<T>(out cachedComponent)) | |
return cachedComponent; | |
else | |
return null; | |
} | |
} |
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[14/02/2023] Removing singleton pattern from this class. Now it is a struct for a better way of controlling pools in run-time
Better Linq and creation options. Better access methods and removed non mono pooling support