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77 lines
1.9 KiB
C#
77 lines
1.9 KiB
C#
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 UnityEngine.Analytics;
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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 PoolHub : SmartScript, ILazy
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{
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[SerializeField] private List<Pool> _manualSetupPools;
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[SerializeField] private List<PoolType> _poolTypes = new List<PoolType>();
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private Dictionary<PoolType, Pool> _pools =
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new Dictionary<PoolType, Pool>();
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private void Awake()
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{
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_poolHub = this;
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foreach (PoolType poolType in _poolTypes)
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{
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CreatePool(poolType);
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}
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foreach (Pool p in _manualSetupPools)
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{
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p.Init();
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_pools.Add(p.Type, p);
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}
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}
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private void CreatePool(PoolType poolType)
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{
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if (_pools.ContainsKey(poolType))
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return;
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var newPoolGameObject = new GameObject
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{
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transform =
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{
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localPosition = Vector3.zero,
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parent = transform
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},
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name = poolType.poolName
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};
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var newPool = newPoolGameObject.AddComponent<Pool>();
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newPool.Init(poolType);
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_pools.Add(poolType, newPool);
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}
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public GameObject Spawn(PoolType t, Vector3 position)
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{
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if (!_pools.ContainsKey(t))
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{
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Debug.Log("_poolTypes");
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_poolTypes.Add(t);
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CreatePool(t);
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}
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return _pools[t].Spawn(position);
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}
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}
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} |