49 lines
1.5 KiB
C#
49 lines
1.5 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class ObjectPool : MonoBehaviour
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{
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public static ObjectPool instance;
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public static Dictionary<string, List<GameObject>> pool = new Dictionary<string, List<GameObject>>();
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void Awake(){
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pool = new Dictionary<string, List<GameObject>>();
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instance= this;
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}
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public static GameObject Spawn(GameObject obj, Vector3 position){
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if(pool.ContainsKey(obj.name)){
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// Debug.Log($"Has key : {pool[obj.name].Count}");
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//use from pool
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if(pool[obj.name].Count <=0){
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GameObject go = Instantiate(obj, position, Quaternion.identity);
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return go;
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}else{
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GameObject chosen = pool[obj.name][0].gameObject;
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chosen.gameObject.SetActive(true);
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chosen.transform.position = position;
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pool[obj.name].RemoveAt(0);
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// Debug.Log("Reusing");
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return chosen;
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}
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}else{
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GameObject go = Instantiate(obj, position, Quaternion.identity);
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return go;
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}
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}
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public static void Despawn(GameObject obj){
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string objName = obj.name.Replace("(Clone)","");
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if(!pool.ContainsKey(objName)){
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pool.Add(objName, new List<GameObject>());
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}
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pool[objName].Add(obj);
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obj.SetActive(false);
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// Debug.Log($"Adding {objName} back to pool, " + pool[objName].Count);
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}
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}
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