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using System.Collections.Generic;
using UnityEngine;
public class ObjectPool : MonoBehaviour
{
public enum ObjectType
{
DamageNumber
}
public static ObjectPool instance;
[SerializeField]
private GameObject damageNumberPrefab;
[SerializeField]
private List<GameObject> pooledDamageNumbers = new List<GameObject>();
private void Awake()
{
instance = this;
}
public GameObject SpawnObject(ObjectType type, Vector3 position, Quaternion rotation)
{
if (type == ObjectType.DamageNumber)
{
return SpawnDamageNumber(position, rotation);
}
Debug.LogError("Failed to spawn object from pool");
return null;
}
private GameObject SpawnDamageNumber(Vector3 position, Quaternion rotation)
{
while (pooledDamageNumbers.Count > 0 && pooledDamageNumbers[0] == null)
{
pooledDamageNumbers.RemoveAt(0);
}
if (pooledDamageNumbers.Count > 0)
{
GameObject gameObject = pooledDamageNumbers[0];
pooledDamageNumbers.Remove(gameObject);
gameObject.SetActive(value: true);
gameObject.transform.position = position;
gameObject.transform.rotation = rotation;
gameObject.GetComponent<DamageNumber>().Start();
return gameObject;
}
return Object.Instantiate(damageNumberPrefab, position, rotation);
}
public void PoolDamageNumber(GameObject damageNumber)
{
pooledDamageNumbers.Add(damageNumber);
damageNumber.SetActive(value: false);
}
}
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