75 lines
2.2 KiB
C#
75 lines
2.2 KiB
C#
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using System.Collections.Generic;
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using UnityEngine;
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namespace Convention.Experimental.Modules
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{
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public class ObjectPoolManager : PublicType.GameModule
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{
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public interface IPawn
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{
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void Release();
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}
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private readonly Dictionary<GameObject, Stack<GameObject>> ObjectPools = new();
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private readonly Dictionary<GameObject, GameObject> LeavePoolObjects = new();
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public GameObject Spawn(GameObject prefab)
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{
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if (!ObjectPools.ContainsKey(prefab))
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{
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ObjectPools[prefab] = new();
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}
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var pool = ObjectPools[prefab];
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GameObject instance;
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if (pool.Count > 0)
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{
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instance = pool.Pop();
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instance.SetActive(true);
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instance.transform.SetParent(null);
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}
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else
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{
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instance = GameObject.Instantiate(prefab);
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}
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LeavePoolObjects[instance] = prefab;
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return instance;
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}
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public void BackPool(GameObject instance)
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{
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if(LeavePoolObjects.TryGetValue(instance,out var prefab))
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{
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var releaser = instance.GetComponents<IPawn>();
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foreach (var r in releaser)
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{
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r.Release();
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}
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instance.SetActive(false);
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instance.transform.SetParent(ConventionUtility.Singleton.transform);
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ObjectPools[prefab].Push(instance);
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LeavePoolObjects.Remove(instance);
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}
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else
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{
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throw new PublicType.GameException("This object does not belong to any pool.");
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}
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}
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public void ClearPool(GameObject prefab)
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{
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if (ObjectPools.TryGetValue(prefab, out var pool))
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{
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while (pool.Count > 0)
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{
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var instance = pool.Pop();
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GameObject.Destroy(instance);
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}
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}
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else
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{
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throw new PublicType.GameException("This pool does not exist.");
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}
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}
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}
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}
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