using UnityEngine;
namespace UOP1.Pool
{
///
/// Implements a Pool for Component types.
///
/// Specifies the component to pool.
public abstract class ComponentPoolSO : PoolSO where T : Component
{
private Transform _poolRoot;
private Transform PoolRoot
{
get
{
if (_poolRoot == null)
{
_poolRoot = new GameObject(name).transform;
_poolRoot.SetParent(_parent);
}
return _poolRoot;
}
}
private Transform _parent;
///
/// Parents the pool root transform to .
///
/// The Transform to which this pool should become a child.
/// NOTE: Setting the parent to an object marked DontDestroyOnLoad will effectively make this pool DontDestroyOnLoad.
/// This can only be circumvented by manually destroying the object or its parent or by setting the parent to an object not marked DontDestroyOnLoad.
public void SetParent(Transform t)
{
_parent = t;
PoolRoot.SetParent(_parent);
}
public override T Request()
{
T member = base.Request();
member.gameObject.SetActive(true);
return member;
}
public override void Return(T member)
{
member.transform.SetParent(PoolRoot.transform);
member.gameObject.SetActive(false);
base.Return(member);
}
protected override T Create()
{
T newMember = base.Create();
newMember.transform.SetParent(PoolRoot.transform);
newMember.gameObject.SetActive(false);
return newMember;
}
public override void OnDisable()
{
base.OnDisable();
if (_poolRoot != null)
{
#if UNITY_EDITOR
DestroyImmediate(_poolRoot.gameObject);
#else
Destroy(_poolRoot.gameObject);
#endif
}
}
}
}