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using UnityEngine;
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using D2D.Utilities;
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using D2D;
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using D2D.Gameplay;
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using DG.Tweening;
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using NaughtyAttributes;
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using static D2D.Utilities.SettingsFacade;
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using static D2D.Utilities.CommonLazyFacade;
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using static D2D.Utilities.CommonGameplayFacade;
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namespace D2D
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{
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public class Pool : SmartScript
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{
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[Tooltip("Leave it empty if it is not manual setup pool, like for UI")]
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[SerializeField] private PoolType _poolType;
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public PoolType Type => _poolType;
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public List<PoolType> poolTypes;
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private Queue<PoolMember> _instances = new Queue<PoolMember>();
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// private bool _isInited;
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/*private Dictionary<PoolMemberType, Queue<PoolMember>> _poolMemberInstances =
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new Dictionary<PoolMemberType, Queue<PoolMember>>;*/
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/*private void Awake()
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{
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Init();
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}*/
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public void Init(PoolType t = null)
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{
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/*if (_isInited)
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return;*/
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// _isInited = true;
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if (t != null)
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_poolType = t;
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FillPoolWithEmpties();
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//ParticleSetter();
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}
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private void FillPoolWithEmpties()
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{
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for (var i = 0; i < _poolType.size; i++)
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{
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SpawnPoolMember();
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}
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}
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private void SpawnPoolMember()
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{
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//var newEffect = Instantiate(poolTypes[PlayerPrefs.GetInt(Constants.PlayerSelectionKey, 0)].prefab, transform.position, Quaternion.identity, transform);
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var newEffect = Instantiate(_poolType.prefab, transform.position, Quaternion.identity, transform);
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newEffect.gameObject.Off();
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_instances.Enqueue(newEffect);
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}
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private void Update()
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{
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var activeCount = _instances.Count(c => !c.gameObject.activeSelf);
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var allCount = _poolType.size;
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ConsoleProDebug.Watch("Pool objects affected", activeCount + " / " + allCount);
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}
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public GameObject Spawn(Vector3 position)
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{
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if (_instances.Count == 0)
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{
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SpawnPoolMember();
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}
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var effect = _instances.Dequeue();
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_instances.Enqueue(effect);
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effect.DOKill();
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effect.transform.position = position;
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effect.gameObject.On();
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effect.HideAfter(this, _poolType.lifetime);
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return effect.gameObject;
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}
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public void HideEffect(PoolMember effectToHide)
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{
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effectToHide.gameObject.Off();
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}
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}
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}
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