Files
FueraDeEscala/Assets/Game Kit Controller/Scripts/Pooling System/GKC_PoolingSystem.cs
Robii Aragon 779f2c8b20 add ckg
plantilla base para movimiento básico
2026-02-05 05:07:55 -08:00

200 lines
5.6 KiB
C#

using UnityEngine;
using System.Collections.Generic;
public static class GKC_PoolingSystem
{
// You can avoid resizing of the Stack's internal data by
// setting this to a number equal to or greater to what you
// expect most of your pool sizes to be.
// Note, you can also use Preload() to set the initial size
// of a pool -- this can be handy if only some of your pools
// are going to be exceptionally large (for example, your bullets.)
const int DEFAULT_POOL_SIZE = 3;
/// <summary>
/// The Pool class represents the pool for a particular prefab.
/// </summary>
class Pool
{
// We append an id to the name of anything we instantiate.
// This is purely cosmetic.
int nextId = 1;
// The structure containing our inactive objects.
// Why a Stack and not a List? Because we'll never need to
// pluck an object from the start or middle of the array.
// We'll always just grab the last one, which eliminates
// any need to shuffle the objects around in memory.
Stack<GameObject> inactive;
// The prefab that we are pooling
GameObject prefab;
// Constructor
public Pool (GameObject prefab, int initialQty)
{
this.prefab = prefab;
// If Stack uses a linked list internally, then this
// whole initialQty thing is a placebo that we could
// strip out for more minimal code. But it can't *hurt*.
inactive = new Stack<GameObject> (initialQty);
}
// Spawn an object from our pool
public GameObject Spawn (Vector3 pos, Quaternion rot)
{
GameObject obj;
if (inactive.Count == 0) {
// We don't have an object in our pool, so we
// instantiate a whole new object.
obj = (GameObject)GameObject.Instantiate (prefab, pos, rot);
obj.name = prefab.name + " (" + (nextId++) + ")";
// Add a PoolMember component so we know what pool
// we belong to.
obj.AddComponent<PoolMember> ().myPool = this;
} else {
// Grab the last object in the inactive array
obj = inactive.Pop ();
if (obj == null) {
// The inactive object we expected to find no longer exists.
// The most likely causes are:
// - Someone calling Destroy() on our object
// - A scene change (which will destroy all our objects).
// NOTE: This could be prevented with a DontDestroyOnLoad
// if you really don't want this.
// No worries -- we'll just try the next one in our sequence.
return Spawn (pos, rot);
}
}
obj.transform.position = pos;
obj.transform.rotation = rot;
if (!obj.activeSelf) {
obj.SetActive (true);
}
return obj;
}
// Return an object to the inactive pool.
public void Despawn (GameObject obj)
{
if (obj.activeSelf) {
obj.SetActive (false);
}
// Since Stack doesn't have a Capacity member, we can't control
// the growth factor if it does have to expand an internal array.
// On the other hand, it might simply be using a linked list
// internally. But then, why does it allow us to specify a size
// in the constructor? Maybe it's a placebo? Stack is weird.
inactive.Push (obj);
}
}
/// <summary>
/// Added to freshly instantiated objects, so we can link back
/// to the correct pool on despawn.
/// </summary>
class PoolMember : MonoBehaviour
{
public Pool myPool;
}
// All of our pools
static Dictionary< GameObject, Pool > pools;
/// <summary>
/// Initialize our dictionary.
/// </summary>
static void Init (GameObject prefab = null, int qty = DEFAULT_POOL_SIZE)
{
if (pools == null) {
pools = new Dictionary<GameObject, Pool> ();
}
if (prefab != null && pools.ContainsKey (prefab) == false) {
pools [prefab] = new Pool (prefab, qty);
}
}
/// <summary>
/// If you want to preload a few copies of an object at the start
/// of a scene, you can use this. Really not needed unless you're
/// going to go from zero instances to 100+ very quickly.
/// Could technically be optimized more, but in practice the
/// Spawn/Despawn sequence is going to be pretty darn quick and
/// this avoids code duplication.
/// </summary>
public static void Preload (GameObject prefab, int qty = 1)
{
Init (prefab, qty);
// Make an array to grab the objects we're about to pre-spawn.
GameObject[] obs = new GameObject[qty];
for (int i = 0; i < qty; i++) {
obs [i] = Spawn (prefab, Vector3.zero, Quaternion.identity);
}
// Now despawn them all.
for (int i = 0; i < qty; i++) {
Despawn (obs [i]);
}
}
/// <summary>
/// Spawns a copy of the specified prefab (instantiating one if required).
/// NOTE: Remember that Awake() or Start() will only run on the very first
/// spawn and that member variables won't get reset. OnEnable will run
/// after spawning -- but remember that toggling IsActive will also
/// call that function.
/// </summary>
public static GameObject Spawn (GameObject prefab, Vector3 pos, Quaternion rot)
{
Init (prefab);
return pools [prefab].Spawn (pos, rot);
}
public static GameObject Spawn (GameObject prefab, Vector3 pos, Quaternion rot, int qty)
{
Init (prefab, qty);
return pools [prefab].Spawn (pos, rot);
}
/// <summary>
/// Despawn the specified gameobject back into its pool.
/// </summary>
public static void Despawn (GameObject obj)
{
PoolMember pm = obj.GetComponent<PoolMember> ();
if (pm == null) {
// Debug.Log ("Object '" + obj.name + "' wasn't spawned from a pool. Destroying it instead.");
if (GKC_Utils.isApplicationPlaying () && Time.deltaTime > 0) {
// Debug.Log ("DESTROYING");
// obj.SetActive (false);
GameObject.Destroy (obj);
}
} else {
// Debug.Log ("despawn " + obj.name);
pm.myPool.Despawn (obj);
}
}
}