Last active
October 21, 2024 09:25
-
-
Save quill18/5a7cfffae68892621267 to your computer and use it in GitHub Desktop.
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
/// | |
/// Simple pooling for Unity. | |
/// Author: Martin "quill18" Glaude ([email protected]) | |
/// Latest Version: https://gist.github.com/quill18/5a7cfffae68892621267 | |
/// License: CC0 (http://creativecommons.org/publicdomain/zero/1.0/) | |
/// UPDATES: | |
/// 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); | |
/// | |
/// 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; | |
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.) | |
const int DEFAULT_POOL_SIZE = 3; | |
/// <summary> | |
/// The Pool class represents the pool for a particular prefab. | |
/// </summary> | |
class Pool { | |
// We append an id to the name of anything we instantiate. | |
// This is purely cosmetic. | |
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. | |
Stack<GameObject> inactive; | |
// The prefab that we are pooling | |
GameObject prefab; | |
// Constructor | |
public Pool(GameObject prefab, int initialQty) { | |
this.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); | |
} | |
// Spawn an object from our pool | |
public GameObject Spawn(Vector3 pos, Quaternion rot) { | |
GameObject obj; | |
if(inactive.Count==0) { | |
// We don't have an object in our pool, so we | |
// instantiate a whole new object. | |
obj = (GameObject)GameObject.Instantiate(prefab, pos, rot); | |
obj.name = prefab.name + " ("+(nextId++)+")"; | |
// Add a PoolMember component so we know what pool | |
// we belong to. | |
obj.AddComponent<PoolMember>().myPool = this; | |
} | |
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); | |
} | |
} | |
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) { | |
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); | |
} | |
} | |
/// <summary> | |
/// Added to freshly instantiated objects, so we can link back | |
/// to the correct pool on despawn. | |
/// </summary> | |
class PoolMember : MonoBehaviour { | |
public Pool myPool; | |
} | |
// All of our pools | |
static Dictionary< GameObject, Pool > pools; | |
/// <summary> | |
/// Initialize our dictionary. | |
/// </summary> | |
static void Init (GameObject prefab=null, int qty = DEFAULT_POOL_SIZE) { | |
if(pools == null) { | |
pools = new Dictionary<GameObject, Pool>(); | |
} | |
if(prefab!=null && pools.ContainsKey(prefab) == false) { | |
pools[prefab] = 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. | |
GameObject[] 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) { | |
Init(prefab); | |
return pools[prefab].Spawn(pos, rot); | |
} | |
/// <summary> | |
/// Despawn the specified gameobject back into its pool. | |
/// </summary> | |
static public void Despawn(GameObject obj) { | |
PoolMember pm = obj.GetComponent<PoolMember>(); | |
if(pm == null) { | |
Debug.Log ("Object '"+obj.name+"' wasn't spawned from a pool. Destroying it instead."); | |
GameObject.Destroy(obj); | |
} | |
else { | |
pm.myPool.Despawn(obj); | |
} | |
} | |
} |
Great job!
5 Years on and I am learning from your videos because you don't skip straight to the 'best' methods you explain every step you make.
And if you need the despawn after a delay without using dirty coroutines
/// <summary>
/// Despawn the specified gameobject back into its pool after a delay
/// </summary>
public static void Despawn(GameObject obj, int after)
{
Task.Delay(after).ContinueWith(t=> UnityMainThreadDispatcher.Instance().Enqueue(() => Despawn(obj)));
}
Using UnityMainThreadDispatcher. Why ? Because you can't interact with UI outside main thread ;)
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
How would one call
Spawn
within aCoroutine
? I ask, as I'm looking to spawn an object after X seconds.From what I can tell
Coroutine
s do not support being called on an object that is not activated, which is what this script expects.