SamsonGame/Assets/Sources/Feel/MMTools/Tools/MMObjectPool/MMObjectPooler.cs

101 lines
3.2 KiB
C#

using UnityEngine;
using System.Collections;
using System.Collections.Generic;
namespace MoreMountains.Tools
{
/// <summary>
/// A base class, meant to be extended depending on the use (simple, multiple object pooler), and used as an interface by the spawners.
/// Still handles common stuff like singleton and initialization on start().
/// DO NOT add this class to a prefab, nothing would happen. Instead, add SimpleObjectPooler or MultipleObjectPooler.
/// </summary>
public abstract class MMObjectPooler : MonoBehaviour
{
/// singleton pattern
public static MMObjectPooler Instance;
/// if this is true, the pool will try not to create a new waiting pool if it finds one with the same name.
public bool MutualizeWaitingPools = false;
/// if this is true, all waiting and active objects will be regrouped under an empty game object. Otherwise they'll just be at top level in the hierarchy
public bool NestWaitingPool = true;
/// this object is just used to group the pooled objects
protected GameObject _waitingPool = null;
protected MMObjectPool _objectPool;
/// <summary>
/// On awake we fill our object pool
/// </summary>
protected virtual void Awake()
{
Instance = this;
FillObjectPool();
}
/// <summary>
/// Creates the waiting pool or tries to reuse one if there's already one available
/// </summary>
protected virtual void CreateWaitingPool()
{
if (!MutualizeWaitingPools)
{
// we create a container that will hold all the instances we create
_waitingPool = new GameObject(DetermineObjectPoolName());
_objectPool = _waitingPool.AddComponent<MMObjectPool>();
_objectPool.PooledGameObjects = new List<GameObject>();
return;
}
else
{
GameObject waitingPool = GameObject.Find (DetermineObjectPoolName ());
if (waitingPool != null)
{
_waitingPool = waitingPool;
_objectPool = _waitingPool.MMGetComponentNoAlloc<MMObjectPool>();
}
else
{
_waitingPool = new GameObject(DetermineObjectPoolName());
_objectPool = _waitingPool.AddComponent<MMObjectPool>();
_objectPool.PooledGameObjects = new List<GameObject>();
}
}
}
/// <summary>
/// Determines the name of the object pool.
/// </summary>
/// <returns>The object pool name.</returns>
protected virtual string DetermineObjectPoolName()
{
return ("[ObjectPooler] " + this.name);
}
/// <summary>
/// Implement this method to fill the pool with objects
/// </summary>
public virtual void FillObjectPool()
{
return ;
}
/// <summary>
/// Implement this method to return a gameobject
/// </summary>
/// <returns>The pooled game object.</returns>
public virtual GameObject GetPooledGameObject()
{
return null;
}
/// <summary>
/// Destroys the object pool
/// </summary>
public virtual void DestroyObjectPool()
{
if (_waitingPool != null)
{
Destroy(_waitingPool.gameObject);
}
}
}
}