Exemple #1
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        /// <summary>
        /// Create a new pool for the model
        /// The model has to be new, its instanceId will
        /// be used to create a dictionary entry
        /// </summary>
        /// <param name="model">the model of the pool</param>
        /// <param name="poolSize">The number of element in the pool</param>
        /// <param name="expandSize">By how many the pool has to increase</param>
        /// <returns>The new pool</returns>
        public UnityPool AddPool(UnityPoolObject model, uint poolSize, uint expandSize = 1)
        {
            UnityPool newPool = InstanciatePool(model, expandSize);

            newPool.SetSize(poolSize);

            _table.Add(model.GetInstanceID(), newPool);

            return(newPool);
        }
Exemple #2
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        /// <summary>
        /// Construct the pool and initialize it
        /// </summary>
        /// <param name="model">The model for all the instances</param>
        /// <param name="expandSize">by how many the pool is increase if there is not enough place </param>
        public void Construct(UnityPoolObject model, uint expandSize)
        {
            _model      = model;
            _expandSize = (int)expandSize;

            name = "Pool (" + _model.name + ")";

            Resources = new List <UnityResource>();

            _firstFreeResource = 0;
            _lastBusyResource  = 0;
        }
Exemple #3
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        /// <summary>
        /// Instanciate a new pool
        /// </summary>
        /// <param name="model">The model of the new pool</param>
        /// <param name="expandSize">By how many the pool has to increase</param>
        /// <returns></returns>
        private UnityPool InstanciatePool(UnityPoolObject model, uint expandSize)
        {
            GameObject poolGameObject = new GameObject();

            poolGameObject.transform.parent = gameObject.transform;
            UnityPool pool = poolGameObject.AddComponent <UnityPool>();

            pool.transform.parent = gameObject.transform;

            pool.Construct(model, expandSize);

            return(pool);
        }
Exemple #4
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        /// <summary>
        /// Create a new resource into the pool
        /// </summary>
        /// <returns>The new resource</returns>
        private UnityResource CreateResource()
        {
            UnityPoolObject newPoolObject = Instantiate <UnityPoolObject>(_model);

            newPoolObject.transform.SetParent(gameObject.transform);
            newPoolObject.name = _model.name + " " + Resources.Count;

            newPoolObject.Pool = this;
            newPoolObject.gameObject.SetActive(false);

            newPoolObject.transform.position = StoredPosition;

            return(new UnityResource(newPoolObject));
        }
Exemple #5
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 /// <summary>
 /// Try to release the given resource
 /// </summary>
 /// <param name="poolObject">The PoolObject which contains the resource</param>
 public void ReleaseResource(UnityPoolObject poolObject)
 {
     if (Resources[poolObject.IndexInPool].PoolObject == poolObject)
     {
         if (Resources[poolObject.IndexInPool].IsUsed)
         {
             SetResourceState(false, poolObject.IndexInPool);
         }
         else
         {
             Debug.LogError("Try to destroy an unused object in the " + name + ".\n"
                            + "It may be an error in the poolInstanceId (" + poolObject.IndexInPool + ")");
         }
     }
     else
     {
         Debug.LogError("Try to destroy a different object in the " + name + ".\n"
                        + "It may be an error in the poolInstanceId (" + poolObject.IndexInPool + ")");
     }
 }
Exemple #6
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 /// <summary>
 /// Check if there is already a pool with this model
 /// </summary>
 /// <param name="model"></param>
 /// <returns>True if there is one pool with this model, false otherwise</returns>
 public bool Contains(UnityPoolObject model)
 {
     return(_table.ContainsKey(model.GetInstanceID()));
 }
Exemple #7
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 public UnityResource(UnityPoolObject poolObject)
 {
     this.PoolObject = poolObject;
     IsUsed          = false;
 }