using UnityEngine;
namespace UOP1.Pool
{
///
/// Implements a Pool for Component types.
///
/// Specifies the component to pool.
public abstract class ComponentPoolSO : PoolSO where T : Component, IPoolable
{
public abstract int InitialPoolSize { get; set; }
private GameObject _poolRootObject;
private void InitializePool()
{
_poolRootObject = new GameObject(name);
DontDestroyOnLoad(_poolRootObject);
for (int i = 0; i < InitialPoolSize; i++)
{
_available.Push(Create());
}
}
public override T Request()
{
if (_poolRootObject == null)
{
InitializePool();
}
return base.Request();
}
public override void Return(T member)
{
if (_poolRootObject == null)
{
InitializePool();
}
base.Return(member);
}
protected override T Create()
{
T newMember = base.Create();
newMember.transform.SetParent(_poolRootObject.transform);
return newMember;
}
public override void OnDisable()
{
base.OnDisable();
#if UNITY_EDITOR
DestroyImmediate(_poolRootObject);
#else
Destroy(_poolRootObject);
#endif
}
}
}