Files
Convention-Unity/Convention/[Architecture]/Modules/ObjectPoolManager.cs
2025-11-14 17:13:10 +08:00

75 lines
2.2 KiB
C#

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