blob: b17adaeec0ea8a7ab55ad5cc54b44d78333dabe7 (
plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
|
using System.Collections.Generic;
using UnityEngine;
public class ObjectPool
{
private Stack<GameObject> m_availableObjects = new Stack<GameObject>();
private List<GameObject> m_usedObjects = new List<GameObject>();
private GameObject m_objectPrefab;
private Transform m_objectRoot;
private int testCounter = 1;
public ObjectPool(GameObject prefab, int initSpawn = 0, Transform parent = null)
{
m_objectPrefab = prefab;
m_objectRoot = new GameObject(prefab.name + "_root").transform;
m_objectRoot.transform.position = parent.position;
m_objectRoot.transform.rotation = parent.rotation;
m_objectRoot.transform.SetParent(parent, worldPositionStays: true);
m_objectRoot.transform.localScale = Vector3.one;
for (int i = 0; i < initSpawn; i++)
{
GameObject gameObject = Object.Instantiate(m_objectPrefab, m_objectRoot);
gameObject.SetActive(value: false);
m_availableObjects.Push(gameObject);
}
}
public GameObject GetObject()
{
if (m_availableObjects.Count > 0)
{
GameObject gameObject = m_availableObjects.Pop();
m_usedObjects.Add(gameObject);
gameObject.SetActive(value: true);
return gameObject;
}
GameObject gameObject2 = Object.Instantiate(m_objectPrefab, m_objectRoot);
m_usedObjects.Add(gameObject2);
gameObject2.SetActive(value: true);
return gameObject2;
}
public bool ReleaseObject(GameObject obj)
{
bool num = m_usedObjects.Remove(obj);
if (num)
{
m_availableObjects.Push(obj);
obj.SetActive(value: false);
}
return num;
}
public void ClearPool()
{
while (m_availableObjects.Count > 0)
{
Object.Destroy(m_availableObjects.Pop());
}
for (int i = 0; i < m_usedObjects.Count; i++)
{
Object.Destroy(m_usedObjects[i]);
}
m_usedObjects.Clear();
}
}
|