ARTracking/Assets/Feel/MMTools/Core/MMObjectPool/MMSimpleObjectPooler.cs

117 lines
3.4 KiB
C#

using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using UnityEngine.SceneManagement;
namespace MoreMountains.Tools
{
/// <summary>
/// A simple object pool outputting a single type of objects
/// </summary>
[AddComponentMenu("More Mountains/Tools/Object Pool/MMSimpleObjectPooler")]
public class MMSimpleObjectPooler : MMObjectPooler
{
/// the game object we'll instantiate
public GameObject GameObjectToPool;
/// the number of objects we'll add to the pool
public int PoolSize = 20;
/// if true, the pool will automatically add objects to the itself if needed
public bool PoolCanExpand = true;
public virtual List<MMSimpleObjectPooler> Owner { get; set; }
private void OnDestroy() { Owner?.Remove(this); }
/// <summary>
/// Fills the object pool with the gameobject type you've specified in the inspector
/// </summary>
public override void FillObjectPool()
{
if (GameObjectToPool == null)
{
return;
}
// if we've already created a pool, we exit
if ((_objectPool != null) && (_objectPool.PooledGameObjects.Count > PoolSize))
{
return;
}
CreateWaitingPool ();
int objectsToSpawn = PoolSize;
if (_objectPool != null)
{
objectsToSpawn -= _objectPool.PooledGameObjects.Count;
}
// we add to the pool the specified number of objects
for (int i = 0; i < objectsToSpawn; i++)
{
AddOneObjectToThePool ();
}
}
/// <summary>
/// Determines the name of the object pool.
/// </summary>
/// <returns>The object pool name.</returns>
protected override string DetermineObjectPoolName()
{
return ("[SimpleObjectPooler] " + GameObjectToPool.name);
}
/// <summary>
/// This method returns one inactive object from the pool
/// </summary>
/// <returns>The pooled game object.</returns>
public override GameObject GetPooledGameObject()
{
// we go through the pool looking for an inactive object
for (int i=0; i< _objectPool.PooledGameObjects.Count; i++)
{
if (!_objectPool.PooledGameObjects[i].gameObject.activeInHierarchy)
{
// if we find one, we return it
return _objectPool.PooledGameObjects[i];
}
}
// if we haven't found an inactive object (the pool is empty), and if we can extend it, we add one new object to the pool, and return it
if (PoolCanExpand)
{
return AddOneObjectToThePool();
}
// if the pool is empty and can't grow, we return nothing.
return null;
}
/// <summary>
/// Adds one object of the specified type (in the inspector) to the pool.
/// </summary>
/// <returns>The one object to the pool.</returns>
protected virtual GameObject AddOneObjectToThePool()
{
if (GameObjectToPool == null)
{
Debug.LogWarning("The "+gameObject.name+" ObjectPooler doesn't have any GameObjectToPool defined.", gameObject);
return null;
}
bool initialStatus = GameObjectToPool.activeSelf;
GameObjectToPool.SetActive(false);
GameObject newGameObject = (GameObject)Instantiate(GameObjectToPool);
GameObjectToPool.SetActive(initialStatus);
SceneManager.MoveGameObjectToScene(newGameObject, this.gameObject.scene);
if (NestWaitingPool)
{
newGameObject.transform.SetParent(_waitingPool.transform);
}
newGameObject.name = GameObjectToPool.name + "-" + _objectPool.PooledGameObjects.Count;
_objectPool.PooledGameObjects.Add(newGameObject);
return newGameObject;
}
}
}