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US_PoolManager.cs
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US_PoolManager.cs
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class US_PoolManager : MonoBehaviour
{
Dictionary<int, Queue<GameObject>> poolDictionary = new Dictionary<int, Queue<GameObject>>();
static US_PoolManager _instance;
public static US_PoolManager instance
{
get
{
if(_instance == null)
{
_instance = FindObjectOfType<US_PoolManager>();
}
return _instance;
}
}
public void CreatePool(GameObject prefab, int poolSize)
{
int poolKey = prefab.GetInstanceID();
if (!poolDictionary.ContainsKey(poolKey))
{
poolDictionary.Add(poolKey, new Queue<GameObject>());
for (int i = 0; i < poolSize; i++)
{
GameObject spawnedObject = Instantiate(prefab) as GameObject;
spawnedObject.SetActive(false);
poolDictionary[poolKey].Enqueue(spawnedObject);
spawnedObject.transform.parent = transform;
}
}
}
public void ActivatePoolObject(GameObject prefab, Vector3 position, Quaternion rotation)
{
int poolKey = prefab.GetInstanceID();
if (poolDictionary.ContainsKey(poolKey))
{
GameObject objectToActivate = poolDictionary[poolKey].Dequeue();
poolDictionary[poolKey].Enqueue(objectToActivate);
objectToActivate.SetActive(true);
objectToActivate.transform.position = position;
objectToActivate.transform.rotation = rotation;
}
}
}