using UnityEngine; using System; using System.Collections; using System.Collections.Generic; using System.Linq; using D2D.Utilities; using D2D; using D2D.Gameplay; using UnityEngine.Analytics; using static D2D.Utilities.SettingsFacade; using static D2D.Utilities.CommonLazyFacade; using static D2D.Utilities.CommonGameplayFacade; namespace D2D { public class PoolHub : SmartScript, ILazy { [SerializeField] private List _manualSetupPools; [SerializeField] private List _poolTypes = new List(); private Dictionary _pools = new Dictionary(); private void Awake() { _poolHub = this; foreach (PoolType poolType in _poolTypes) { CreatePool(poolType); } foreach (Pool p in _manualSetupPools) { p.Init(); _pools.Add(p.Type, p); } } private void CreatePool(PoolType poolType) { if (_pools.ContainsKey(poolType)) return; var newPoolGameObject = new GameObject { transform = { localPosition = Vector3.zero, parent = transform }, name = poolType.poolName }; var newPool = newPoolGameObject.AddComponent(); newPool.Init(poolType); _pools.Add(poolType, newPool); } public GameObject Spawn(PoolType t, Vector3 position) { if (!_pools.ContainsKey(t)) { Debug.Log("_poolTypes"); _poolTypes.Add(t); CreatePool(t); } return _pools[t].Spawn(position); } } }