Esempio n. 1
0
    /// <summary>
    /// Add new item and add it to the active pool
    /// </summary>
    private T AddNewItemToPool()
    {
        T instance = (T)Activator.CreateInstance(typeof(T));

        ActivePool.Add(instance);
        return(instance);
    }
Esempio n. 2
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    /// <summary>
    /// Add new item and add it to the active pool with overflow for smaller asteroids
    /// </summary>
    private T AddNewItemToPool(float size, UnityEngine.Vector3 startPos, float rotation)
    {
        T instance = (T)Activator.CreateInstance(typeof(T));

        ActivePool.Add(instance);
        instance.OnActivate(size, startPos, rotation, UnityEngine.Random.Range(0.0005f, 0.03f));
        return(instance);
    }
Esempio n. 3
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        /// <summary>
        /// Get the First Available Object from the Pool.
        /// </summary>
        /// <param name="key"></param>
        /// <returns></returns>
        public GameObject GetObject(int key)
        {
            if (!Pool.ContainsKey(key))
            {
                return(null);
            }

            for (int i = Pool[key].Count - 1; i >= 0; i--)
            {
                GameObject cachedGameObject = Pool[key][i];

                if (!cachedGameObject.activeInHierarchy)
                {
                    cachedGameObject.SetActive(true);

                    if (GetIReference(cachedGameObject) != null)
                    {
                        Pool[key].RemoveAt(i);
                        ActivePool.Add(cachedGameObject);
                        Reference.Index = Mathf.Clamp(Reference.Index, 0, ActivePool.Count - 1);
                    }

                    return(cachedGameObject);
                }
            }

            if (ExpandPool && ExpandSize > 0)
            {
                GameObject cachedGameObject = null;

                for (int i = 0; i < ExpandSize; i++)
                {
                    cachedGameObject = InstantiatePrefab(Pool[key][0], Pool[key][0].transform.parent);
                    SetReferences(cachedGameObject, key, Pool[key], ActivePool);
                    Pool[key].Add(cachedGameObject);
                }

                if (Reference != null)
                {
                    Pool[key].RemoveAt(Pool[key].Count - 1);
                    ActivePool.Add(cachedGameObject);
                    Reference.Index = Mathf.Clamp(Reference.Index, 0, ActivePool.Count - 1);
                }

                if (cachedGameObject != null)
                {
                    cachedGameObject.SetActive(true);

                    return(cachedGameObject);
                }
            }

            return(null);
        }
Esempio n. 4
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 /// <summary>
 /// Same as above. Activate item with overflow for smaller objects with positions
 /// </summary>
 //  TODO: Clean up to use an interface instead of variables in the overflow
 public T ActivateItem(T item, float size, UnityEngine.Vector3 startPos, float rotation)
 {
     //              size, startPosition, Direction, Speed);
     item.OnActivate(size, startPos, rotation, UnityEngine.Random.Range(0.0005f, 0.03f));
     item.Active = true;
     if (InactivePool.Contains(item))
     {
         InactivePool.Remove(item);
         ActivePool.Add(item);
     }
     return(item);
 }
Esempio n. 5
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 /// <summary>
 /// Activate an item
 /// </summary>
 public T ActivateItem(T item)
 {
     //              size, startPosition                                                                               , Direction                       , Speed);
     item.OnActivate(1, new UnityEngine.Vector3(UnityEngine.Random.Range(-11, 11), UnityEngine.Random.Range(-6, 6), 0), UnityEngine.Random.Range(0, 360), UnityEngine.Random.Range(0.0005f, 0.03f));
     item.Active = true;
     if (InactivePool.Contains(item))
     {
         InactivePool.Remove(item);
         ActivePool.Add(item);
     }
     return(item);
 }
Esempio n. 6
0
        /// <summary>
        /// Get the First Available Object from the Pool.
        /// </summary>
        /// <returns></returns>
        public GameObject GetObject()
        {
            for (int i = Pool.Count - 1; i >= 0; i--)
            {
                GameObject cachedGameObject = Pool[i];

                if (!cachedGameObject.activeInHierarchy)
                {
                    cachedGameObject.SetActive(true);

                    if (GetIReference(cachedGameObject) != null)
                    {
                        Pool.RemoveAt(i);
                        ActivePool.Add(cachedGameObject);
                        Reference.Index = Mathf.Clamp(Reference.Index, 0, ActivePool.Count - 1);
                    }

                    return(cachedGameObject);
                }
            }

            if (ExpandPool)
            {
                GameObject cachedGameObject = null;

                for (int i = 0; i < ExpandSize; i++)
                {
                    cachedGameObject = InstantiatePrefab(Prefab, Pool[0].transform.parent);
                    SetPoolReference(cachedGameObject, Pool, ActivePool);
                    Pool.Add(cachedGameObject);
                }

                if (Reference != null)
                {
                    Pool.RemoveAt(Pool.Count - 1);
                    ActivePool.Add(cachedGameObject);
                    Reference.Index = Mathf.Clamp(Reference.Index, 0, ActivePool.Count - 1);
                }

                cachedGameObject.SetActive(true);

                return(cachedGameObject);
            }

            return(null);
        }