BITKit/Packages/Runtime~/Unity/Common/Scripts/Utility/Pool.cs

35 lines
1.1 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Pool;
namespace BITKit
{
[System.Serializable]
public class UnityPool<T> where T : Component
{
public UnityPool()
{
this.pool = new(Spawn, OnGet, OnReturn, OnDestroy, maxSize: 16);
}
[Header(Constant.Header.Prefabs)]
public T prefab;
[Header(Constant.Header.Gameobjects)]
public Transform root;
[Header(Constant.Header.InternalVariables)]
ObjectPool<T> pool;
public T Get(T element = null, Transform root = null)
{
if (element is not null)
prefab = element;
if (root is not null)
this.root = root;
return pool.Get();
}
public void Return(T element) => pool.Release(element);
T Spawn() => Transform.Instantiate(prefab, root);
void OnGet(T element) => element.gameObject.SetActive(true);
void OnReturn(T element) => element.gameObject.SetActive(false);
void OnDestroy(T element) => GameObject.Destroy(element.gameObject);
}
}