Files
DeviantMobile-Rohan/Assets/Scripts/Core/ObjectPool.cs

303 lines
8.7 KiB
C#

using UnityEngine;
using System.Collections.Generic;
/// <summary>
/// ObjectPool — Generic, lightweight object pool for mobile performance.
/// Eliminates Instantiate/Destroy overhead for frequently spawned objects
/// (VFX, money bags, projectiles, UI elements).
///
/// Usage:
/// ObjectPool pool = new ObjectPool(prefab, initialSize: 10);
/// GameObject obj = pool.Get(position, rotation);
/// pool.Return(obj); // or obj.GetComponent<PooledObject>().ReturnToPool();
/// </summary>
public class ObjectPool
{
private readonly GameObject _prefab;
private readonly Transform _container;
private readonly Queue<GameObject> _available;
private readonly HashSet<GameObject> _inUse;
private readonly int _maxSize;
private readonly bool _allowGrowth;
public int AvailableCount => _available.Count;
public int InUseCount => _inUse.Count;
public int TotalCount => _available.Count + _inUse.Count;
/// <summary>
/// Create a new object pool.
/// </summary>
/// <param name="prefab">Prefab to pool</param>
/// <param name="initialSize">Pre-warm count</param>
/// <param name="maxSize">Hard cap (0 = unlimited)</param>
/// <param name="parent">Optional parent transform for organization</param>
/// <param name="allowGrowth">Allow creating beyond initialSize if pool is empty</param>
public ObjectPool(GameObject prefab, int initialSize = 10, int maxSize = 0, Transform parent = null, bool allowGrowth = true)
{
_prefab = prefab;
_maxSize = maxSize;
_allowGrowth = allowGrowth;
_available = new Queue<GameObject>(initialSize);
_inUse = new HashSet<GameObject>();
// Create container for organization
if (parent == null)
{
GameObject containerObj = new GameObject($"Pool_{prefab.name}");
_container = containerObj.transform;
Object.DontDestroyOnLoad(containerObj);
}
else
{
_container = parent;
}
// Pre-warm
for (int i = 0; i < initialSize; i++)
{
GameObject obj = CreateNewInstance();
obj.SetActive(false);
_available.Enqueue(obj);
}
}
/// <summary>
/// Get an object from the pool. Activates it at the given position/rotation.
/// </summary>
public GameObject Get(Vector3 position, Quaternion rotation)
{
GameObject obj = null;
// Try to get from pool
while (_available.Count > 0)
{
obj = _available.Dequeue();
if (obj != null) break; // Found valid object
obj = null; // Was destroyed externally, skip
}
// Pool empty — create new if allowed
if (obj == null)
{
if (!_allowGrowth && _maxSize > 0 && TotalCount >= _maxSize)
return null; // Hard cap reached
obj = CreateNewInstance();
}
obj.transform.SetPositionAndRotation(position, rotation);
obj.SetActive(true);
_inUse.Add(obj);
// Notify pooled components
var pooled = obj.GetComponent<PooledObject>();
if (pooled != null) pooled.OnGetFromPool();
return obj;
}
/// <summary>
/// Return an object to the pool. Deactivates it.
/// </summary>
public void Return(GameObject obj)
{
if (obj == null) return;
_inUse.Remove(obj);
// Notify pooled components
var pooled = obj.GetComponent<PooledObject>();
if (pooled != null) pooled.OnReturnToPool();
obj.SetActive(false);
obj.transform.SetParent(_container);
_available.Enqueue(obj);
}
/// <summary>
/// Return all in-use objects to the pool.
/// </summary>
public void ReturnAll()
{
// Copy to avoid modification during iteration
var inUseList = new List<GameObject>(_inUse);
foreach (var obj in inUseList)
{
if (obj != null) Return(obj);
}
}
/// <summary>
/// Destroy all pooled objects and clear the pool.
/// </summary>
public void Dispose()
{
foreach (var obj in _available)
if (obj != null) Object.Destroy(obj);
foreach (var obj in _inUse)
if (obj != null) Object.Destroy(obj);
_available.Clear();
_inUse.Clear();
if (_container != null)
Object.Destroy(_container.gameObject);
}
private GameObject CreateNewInstance()
{
GameObject obj = Object.Instantiate(_prefab, _container);
obj.name = _prefab.name; // Remove "(Clone)" suffix
// Add PooledObject component if not present
var pooled = obj.GetComponent<PooledObject>();
if (pooled == null)
{
pooled = obj.AddComponent<PooledObject>();
}
pooled.OwnerPool = this;
return obj;
}
}
/// <summary>
/// PooledObject — Attach to pooled prefabs. Provides auto-return and lifecycle callbacks.
/// </summary>
public class PooledObject : MonoBehaviour
{
public ObjectPool OwnerPool { get; set; }
[Tooltip("Auto-return to pool after this many seconds (0 = manual return only)")]
[SerializeField] private float autoReturnDelay = 0f;
private float _activeTimer;
private Coroutine _autoReturnCoroutine;
/// <summary>Called when taken from pool.</summary>
public virtual void OnGetFromPool()
{
_activeTimer = 0f;
// Start coroutine-based auto-return instead of per-frame Update check
if (autoReturnDelay > 0f)
{
if (_autoReturnCoroutine != null) StopCoroutine(_autoReturnCoroutine);
_autoReturnCoroutine = StartCoroutine(AutoReturnAfterDelay());
}
}
/// <summary>Called when returned to pool.</summary>
public virtual void OnReturnToPool()
{
_activeTimer = 0f;
if (_autoReturnCoroutine != null)
{
StopCoroutine(_autoReturnCoroutine);
_autoReturnCoroutine = null;
}
}
/// <summary>Return this object to its pool.</summary>
public void ReturnToPool()
{
if (_autoReturnCoroutine != null)
{
StopCoroutine(_autoReturnCoroutine);
_autoReturnCoroutine = null;
}
if (OwnerPool != null)
OwnerPool.Return(gameObject);
else
gameObject.SetActive(false);
}
/// <summary>Coroutine-based auto-return — eliminates per-frame Update overhead.</summary>
private System.Collections.IEnumerator AutoReturnAfterDelay()
{
yield return new WaitForSeconds(autoReturnDelay);
ReturnToPool();
}
}
/// <summary>
/// PoolManager — Centralized pool registry. Access pools by prefab reference.
/// Singleton, persists across scenes.
/// </summary>
public class PoolManager : MonoBehaviour
{
private static PoolManager _instance;
public static PoolManager Instance
{
get
{
if (_instance == null)
{
var go = new GameObject("PoolManager");
_instance = go.AddComponent<PoolManager>();
DontDestroyOnLoad(go);
}
return _instance;
}
}
private readonly Dictionary<GameObject, ObjectPool> _pools = new Dictionary<GameObject, ObjectPool>();
/// <summary>
/// Get or create a pool for a prefab.
/// </summary>
public ObjectPool GetPool(GameObject prefab, int initialSize = 10, int maxSize = 0)
{
if (_pools.TryGetValue(prefab, out ObjectPool pool))
return pool;
pool = new ObjectPool(prefab, initialSize, maxSize, transform);
_pools[prefab] = pool;
return pool;
}
/// <summary>
/// Shorthand: Get an object from a prefab's pool.
/// </summary>
public GameObject Spawn(GameObject prefab, Vector3 position, Quaternion rotation, int poolSize = 10)
{
return GetPool(prefab, poolSize).Get(position, rotation);
}
/// <summary>
/// Shorthand: Return an object to its pool.
/// </summary>
public void Despawn(GameObject obj)
{
var pooled = obj.GetComponent<PooledObject>();
if (pooled != null && pooled.OwnerPool != null)
pooled.OwnerPool.Return(obj);
else
obj.SetActive(false);
}
/// <summary>
/// Pre-warm a pool for a prefab.
/// </summary>
public void PreWarm(GameObject prefab, int count)
{
GetPool(prefab, count);
}
/// <summary>
/// Clear all pools (call on scene transitions).
/// </summary>
public void ClearAll()
{
foreach (var pool in _pools.Values)
pool.Dispose();
_pools.Clear();
}
private void OnDestroy()
{
ClearAll();
_instance = null;
}
}