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path: root/WorldlineKeepers/Assets/Scripts/Tools/UnityObjectPool.cs
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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
    }
}