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Copy pathObjectPoolExample.cs
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59 lines (47 loc) · 1.23 KB
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using System.Collections.Generic;
using UnityEngine;
public class ObjectPoolExample : MonoBehaviour
{
[SerializeField] private GameObject prefab;
[SerializeField] private int initialPoolSize = 20;
private readonly Queue<GameObject> pool = new Queue<GameObject>();
private void Awake()
{
CreateInitialPool();
}
private void CreateInitialPool()
{
for (int i = 0; i < initialPoolSize; i++)
{
GameObject pooledObject = CreateNewObject();
pool.Enqueue(pooledObject);
}
}
private GameObject CreateNewObject()
{
GameObject newObject = Instantiate(prefab);
newObject.SetActive(false);
return newObject;
}
public GameObject GetObject()
{
GameObject pooledObject;
if (pool.Count > 0)
{
pooledObject = pool.Dequeue();
}
else
{
pooledObject = CreateNewObject();
}
pooledObject.SetActive(true);
return pooledObject;
}
public void ReturnObject(GameObject objectToReturn)
{
if (objectToReturn == null)
return;
objectToReturn.SetActive(false);
pool.Enqueue(objectToReturn);
}
}