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Add SimplePool by quill18 and extended by Draugor
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magicjar committed Nov 1, 2021
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8 changes: 8 additions & 0 deletions Runtime/Pooling.meta

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230 changes: 230 additions & 0 deletions Runtime/Pooling/SimplePool.cs
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///
/// Simple pooling for Unity.
/// Author: Martin "quill18" Glaude ([email protected])
/// Extended: Simon "Draugor" Wagner (https://www.twitter.com/Draugor_/)
/// Latest Version: https://gist.github.com/Draugor/00f2a47e5f649945fe4466dea7697024
/// License: CC0 (http://creativecommons.org/publicdomain/zero/1.0/)
/// UPDATES:
/// 2020-07-09: - Fixed a Bug with already inactive members getting Despawned again. thx AndySum (see: https://gist.github.com/Draugor/00f2a47e5f649945fe4466dea7697024#gistcomment-2642441)
/// 2020-06-30: - made the "parent" parameter avaible in the public API to spawn GameObjects as children
/// 2018-01-04: - Added Extension Method for Despawn on GameObjects
/// - Changed the Member Lookup so it doesn't require a PoolMemberComponent anymore.
/// - for that i added a HashSet which contains all PoolMemberIDs (HashSet has O(1) contains operator)
/// - Changed PoolDictionary from (Prefab, Pool) to (int, Pool) using Prefab.GetInstanceID
/// 2015-04-16: Changed Pool to use a Stack generic.
///
/// Usage:
///
/// There's no need to do any special setup of any kind.
///
/// Instead of calling Instantiate(), use this:
/// SimplePool.Spawn(somePrefab, somePosition, someRotation);
///
/// Instead of destroying an object, use this:
/// SimplePool.Despawn(myGameObject);
/// or this:
/// myGameObject.Despawn();
///
/// If desired, you can preload the pool with a number of instances:
/// SimplePool.Preload(somePrefab, 20);
///
/// Remember that Awake and Start will only ever be called on the first instantiation
/// and that member variables won't be reset automatically. You should reset your
/// object yourself after calling Spawn(). (i.e. You'll have to do things like set
/// the object's HPs to max, reset animation states, etc...)
///

using UnityEngine;
using System.Collections.Generic;

namespace Agraris.Tools.Core
{
public static class SimplePool
{
// 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.)
public const int DEFAULT_POOL_SIZE = 3;

/// <summary>
/// The Pool class represents the pool for a particular prefab.
/// </summary>
public class Pool
{
// We append an id to the name of anything we instantiate.
// This is purely cosmetic.
private 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.
private readonly Stack<GameObject> _inactive;
//A Hashset which contains all GetInstanceIDs from the instantiated GameObjects
//so we know which GameObject is a member of this pool.
public readonly HashSet<int> MemberIDs;
// The prefab that we are pooling
private readonly GameObject _prefab;

// Constructor
public Pool(GameObject prefab, int initialQty)
{
_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);
MemberIDs = new HashSet<int>();
}

// Spawn an object from our pool
public GameObject Spawn(Vector3 pos, Quaternion rot, Transform parent = null)
{
GameObject obj;
if (_inactive.Count == 0)
{
// We don't have an object in our pool, so we
// instantiate a whole new object.
obj = GameObject.Instantiate<GameObject>(_prefab, pos, rot);
obj.name = _prefab.name + " (" + (_nextId++) + ")";

// Add the unique GameObject ID to our MemberHashset so we know this GO belongs to us.
MemberIDs.Add(obj.GetInstanceID());
}
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, parent);
}
}
obj.transform.SetParent(parent, false);
obj.transform.position = pos;
obj.transform.rotation = rot;
obj.SetActive(true);
return obj;
}

// Return an object to the inactive pool.
public void Despawn(GameObject obj)
{

if (obj.activeInHierarchy)
{
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);
}
}
}

// All of our pools
public static Dictionary<int, Pool> _pools;

/// <summary>
/// Initialize our dictionary.
/// </summary>
private static void Init(GameObject prefab = null, int qty = DEFAULT_POOL_SIZE)
{
if (_pools == null)
_pools = new Dictionary<int, Pool>();

if (prefab != null)
{
//changed from (prefab, Pool) to (int, Pool) which should be faster if we have
//many different prefabs.
var prefabID = prefab.GetInstanceID();
if (!_pools.ContainsKey(prefabID))
_pools[prefabID] = 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>
static public void Preload(GameObject prefab, int qty = 1)
{
Init(prefab, qty);
// Make an array to grab the objects we're about to pre-spawn.
var 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>
static public GameObject Spawn(GameObject prefab, Vector3 pos, Quaternion rot, Transform parent = null)
{
Init(prefab);

return _pools[prefab.GetInstanceID()].Spawn(pos, rot, parent);
}

/// <summary>
/// Despawn the specified gameobject back into its pool.
/// </summary>
static public void Despawn(GameObject obj)
{
Pool p = null;
foreach (var pool in _pools.Values)
{
if (pool.MemberIDs.Contains(obj.GetInstanceID()))
{
p = pool;
break;
}
}

if (p == null)
{
Debug.LogWarning("Object '" + obj.name + "' wasn't spawned from a pool. Destroying it instead.");
GameObject.Destroy(obj);
}
else
{
p.Despawn(obj);
}
}
}

public static class SimplePoolGameObjectExtensions
{
public static void Despawn(this GameObject go)
{
SimplePool.Despawn(go);
}
}
}
11 changes: 11 additions & 0 deletions Runtime/Pooling/SimplePool.cs.meta

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