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using System.Collections.Generic;
using UnityEngine;
namespace WK
{
public class UnityObjectPool<T> : System.IDisposable where T : UnityEngine.Object
{
public interface IPooledInstanceInitializer
{
void InitPooledInstance(T instance);
void DestroyPooledInstance(T instance);
}
private T _sourceObject;
private Transform _poolParent;
private int _initialSize;
private IPooledInstanceInitializer _initalizer;
private List<T> _usedInstances;
private Stack<T> _freeInstances;
public UnityObjectPool(T sourceObject, Transform poolParent, IPooledInstanceInitializer initializer, int initialSize = 0)
{
Debug.Assert(sourceObject != null);
Debug.Assert(poolParent != null);
Debug.Assert(initializer != null);
Debug.Assert(initialSize >= 0);
_sourceObject = sourceObject;
_poolParent = poolParent;
_initalizer = initializer;
_initialSize = initialSize;
_usedInstances = new List<T>();
_freeInstances = new Stack<T>(initialSize);
for (int i = 0; i < _initialSize; ++i)
{
T instance = CreateInstance();
_freeInstances.Push(instance);
}
}
public T Acquire()
{
T instance;
if (_freeInstances.Count > 0)
{
instance = _freeInstances.Pop();
}
else
{
instance = CreateInstance();
}
_usedInstances.Add(instance);
return instance;
}
public void Release(T instance)
{
Debug.Assert(instance != null);
Debug.Assert(!_freeInstances.Contains(instance));
bool res = _usedInstances.Remove(instance);
Debug.Assert(res);
_freeInstances.Push(instance);
}
private T CreateInstance()
{
T instance = Object.Instantiate(_sourceObject, _poolParent);
// Let the client code initialize the object however it want to
_initalizer.InitPooledInstance(instance);
return instance;
}
#region IDisposable Support
private bool _disposed = false;
protected virtual void Dispose(bool disposing)
{
if (Application.isPlaying)
{
Debug.Assert(!_disposed, "Trying to dispose an pool twice!");
Debug.Assert(_usedInstances.Count == 0, "Disposing pool before releasing all objects!");
}
foreach (T instance in _freeInstances)
{
// We can't destroy a UnityEngine.Object without knowing if it's a Gameobject or Component. Calling Destroy(instance) directly here will give not destroy the Gameobject if it's a component
_initalizer.DestroyPooledInstance(instance);
}
_freeInstances.Clear();
_sourceObject = null;
_poolParent = null;
_initalizer = null;
_disposed = true;
}
public void Dispose()
{
Dispose(true);
System.GC.SuppressFinalize(this);
}
#if ENABLE_ASSERTS
~UnityObjectPool()
{
MainThreadDispatcher.BeginInvoke(() => // Can't call Application.isPlaying in Unity's finalizer thread
{
if (Application.isPlaying)
{
DebugTools.Assert(false, string.Format("Failed to dispose a pool of type {0}!", typeof(T)));
}
});
}
#endif
#endregion
}
}
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