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Add SimplePool by quill18 and extended by Draugor
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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...) | ||
/// | ||
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using UnityEngine; | ||
using System.Collections.Generic; | ||
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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; | ||
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/// <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; | ||
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// 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>(); | ||
} | ||
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// 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++) + ")"; | ||
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// 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(); | ||
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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. | ||
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return Spawn(pos, rot, parent); | ||
} | ||
} | ||
obj.transform.SetParent(parent, false); | ||
obj.transform.position = pos; | ||
obj.transform.rotation = rot; | ||
obj.SetActive(true); | ||
return obj; | ||
} | ||
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// Return an object to the inactive pool. | ||
public void Despawn(GameObject obj) | ||
{ | ||
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if (obj.activeInHierarchy) | ||
{ | ||
obj.SetActive(false); | ||
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// 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); | ||
} | ||
} | ||
} | ||
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// All of our pools | ||
public static Dictionary<int, Pool> _pools; | ||
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/// <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>(); | ||
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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); | ||
} | ||
} | ||
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/// <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); | ||
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// Now despawn them all. | ||
for (int i = 0; i < qty; i++) | ||
Despawn(obs[i]); | ||
} | ||
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/// <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); | ||
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return _pools[prefab.GetInstanceID()].Spawn(pos, rot, parent); | ||
} | ||
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/// <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; | ||
} | ||
} | ||
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if (p == null) | ||
{ | ||
Debug.LogWarning("Object '" + obj.name + "' wasn't spawned from a pool. Destroying it instead."); | ||
GameObject.Destroy(obj); | ||
} | ||
else | ||
{ | ||
p.Despawn(obj); | ||
} | ||
} | ||
} | ||
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public static class SimplePoolGameObjectExtensions | ||
{ | ||
public static void Despawn(this GameObject go) | ||
{ | ||
SimplePool.Despawn(go); | ||
} | ||
} | ||
} |
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