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CrowdControl/Assets/Feel/MMTools/Tools/MMObjectPool/MMObjectPooler.cs

230 lines
6.0 KiB
C#

using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using UnityEngine.SceneManagement;
namespace MoreMountains.Tools
{
/// <summary>
/// A base class, meant to be extended depending on the use (simple, multiple object pooler), and used as an interface by the spawners.
/// Still handles common stuff like singleton and initialization on start().
/// DO NOT add this class to a prefab, nothing would happen. Instead, add SimpleObjectPooler or MultipleObjectPooler.
/// </summary>
public abstract class MMObjectPooler : MonoBehaviour
{
/// singleton pattern
public static MMObjectPooler Instance;
/// if this is true, the pool will try not to create a new waiting pool if it finds one with the same name.
public bool MutualizeWaitingPools = false;
/// if this is true, all waiting and active objects will be regrouped under an empty game object. Otherwise they'll just be at top level in the hierarchy
public bool NestWaitingPool = true;
/// if this is true, the waiting pool will be nested under this object
[MMCondition("NestWaitingPool", true)]
public bool NestUnderThis = false;
/// this object is just used to group the pooled objects
protected GameObject _waitingPool = null;
protected MMObjectPool _objectPool;
protected const int _initialPoolsListCapacity = 5;
protected bool _onSceneLoadedRegistered = false;
public static List<MMObjectPool> _pools = new List<MMObjectPool>(_initialPoolsListCapacity);
/// <summary>
/// Adds a pooler to the static list if needed
/// </summary>
/// <param name="pool"></param>
public static void AddPool(MMObjectPool pool)
{
if (_pools == null)
{
_pools = new List<MMObjectPool>(_initialPoolsListCapacity);
}
if (!_pools.Contains(pool))
{
_pools.Add(pool);
}
}
/// <summary>
/// Removes a pooler from the static list
/// </summary>
/// <param name="pool"></param>
public static void RemovePool(MMObjectPool pool)
{
_pools?.Remove(pool);
}
/// <summary>
/// On awake we fill our object pool
/// </summary>
protected virtual void Awake()
{
Instance = this;
FillObjectPool();
}
/// <summary>
/// Creates the waiting pool or tries to reuse one if there's already one available
/// </summary>
protected virtual bool CreateWaitingPool()
{
if (!MutualizeWaitingPools)
{
// we create a container that will hold all the instances we create
_waitingPool = new GameObject(DetermineObjectPoolName());
SceneManager.MoveGameObjectToScene(_waitingPool, this.gameObject.scene);
_objectPool = _waitingPool.AddComponent<MMObjectPool>();
_objectPool.PooledGameObjects = new List<GameObject>();
ApplyNesting();
return true;
}
else
{
MMObjectPool objectPool = ExistingPool(DetermineObjectPoolName());
if (objectPool != null)
{
_objectPool = objectPool;
_waitingPool = objectPool.gameObject;
return false;
}
else
{
_waitingPool = new GameObject(DetermineObjectPoolName());
SceneManager.MoveGameObjectToScene(_waitingPool, this.gameObject.scene);
_objectPool = _waitingPool.AddComponent<MMObjectPool>();
_objectPool.PooledGameObjects = new List<GameObject>();
ApplyNesting();
AddPool(_objectPool);
return true;
}
}
}
/// <summary>
/// Looks for an existing pooler for the same object, returns it if found, returns null otherwise
/// </summary>
/// <param name="objectToPool"></param>
/// <returns></returns>
public virtual MMObjectPool ExistingPool(string poolName)
{
if (_pools == null)
{
_pools = new List<MMObjectPool>(_initialPoolsListCapacity);
}
if (_pools.Count == 0)
{
var pools = FindObjectsOfType<MMObjectPool>();
if (pools.Length > 0)
{
_pools.AddRange(pools);
}
}
foreach (MMObjectPool pool in _pools)
{
if ((pool != null) && (pool.name == poolName)/* && (pool.gameObject.scene == this.gameObject.scene)*/)
{
return pool;
}
}
return null;
}
/// <summary>
/// If needed, nests the waiting pool under this object
/// </summary>
protected virtual void ApplyNesting()
{
if (NestWaitingPool && NestUnderThis && (_waitingPool != null))
{
_waitingPool.transform.SetParent(this.transform);
}
}
/// <summary>
/// Determines the name of the object pool.
/// </summary>
/// <returns>The object pool name.</returns>
protected virtual string DetermineObjectPoolName()
{
return ("[ObjectPooler] " + this.name);
}
/// <summary>
/// Implement this method to fill the pool with objects
/// </summary>
public virtual void FillObjectPool()
{
return ;
}
/// <summary>
/// Implement this method to return a gameobject
/// </summary>
/// <returns>The pooled game object.</returns>
public virtual GameObject GetPooledGameObject()
{
return null;
}
/// <summary>
/// Destroys the object pool
/// </summary>
public virtual void DestroyObjectPool()
{
if (_waitingPool != null)
{
Destroy(_waitingPool.gameObject);
}
}
/// <summary>
/// On enable we register to the scene loaded hook
/// </summary>
protected virtual void OnEnable()
{
if (!_onSceneLoadedRegistered)
{
SceneManager.sceneLoaded += OnSceneLoaded;
}
}
/// <summary>
/// OnSceneLoaded we recreate
/// </summary>
/// <param name="scene"></param>
/// <param name="loadSceneMode"></param>
private void OnSceneLoaded(Scene scene, LoadSceneMode loadSceneMode)
{
if (this == null)
{
return;
}
if ((_objectPool == null) || (_waitingPool == null))
{
if (this != null)
{
FillObjectPool();
}
}
}
/// <summary>
/// On Destroy we remove ourselves from the list of poolers
/// </summary>
private void OnDestroy()
{
if ((_objectPool != null) && NestUnderThis)
{
RemovePool(_objectPool);
}
if (_onSceneLoadedRegistered)
{
SceneManager.sceneLoaded -= OnSceneLoaded;
_onSceneLoadedRegistered = false;
}
}
}
}