| | 1 | | using System.Collections.Generic; |
| | 2 | | using UnityEngine; |
| | 3 | | using System; |
| | 4 | |
|
| | 5 | | internal class ViewPool<T> : IDisposable where T : MonoBehaviour |
| | 6 | | { |
| | 7 | | T baseView; |
| 12 | 8 | | Queue<T> pooledHotScenCells = new Queue<T>(); |
| | 9 | |
|
| 12 | 10 | | public ViewPool(T baseView, int prewarm = 0) |
| | 11 | | { |
| 12 | 12 | | this.baseView = GameObject.Instantiate(baseView, baseView.transform.parent); |
| 12 | 13 | | this.baseView.gameObject.SetActive(false); |
| | 14 | |
|
| 12 | 15 | | PoolView(baseView); |
| 88 | 16 | | for (int i = 0; i < prewarm - 1; i++) |
| | 17 | | { |
| 32 | 18 | | PoolView(CreateView()); |
| | 19 | | } |
| 12 | 20 | | } |
| | 21 | |
|
| | 22 | | public void Dispose() |
| | 23 | | { |
| 50 | 24 | | while (pooledHotScenCells.Count > 0) |
| | 25 | | { |
| 38 | 26 | | var obj = pooledHotScenCells.Dequeue(); |
| 38 | 27 | | if (obj != null) |
| | 28 | | { |
| 38 | 29 | | GameObject.Destroy(obj.gameObject); |
| | 30 | | } |
| | 31 | | } |
| 12 | 32 | | GameObject.Destroy(baseView.gameObject); |
| 12 | 33 | | } |
| | 34 | |
|
| | 35 | | public T GetView() |
| | 36 | | { |
| 8 | 37 | | T ret = pooledHotScenCells.Count > 0 ? pooledHotScenCells.Dequeue() : CreateView(); |
| 8 | 38 | | return ret; |
| | 39 | | } |
| | 40 | |
|
| | 41 | | public void PoolView(T cellView) |
| | 42 | | { |
| 46 | 43 | | cellView.gameObject.SetActive(false); |
| 46 | 44 | | pooledHotScenCells.Enqueue(cellView); |
| 46 | 45 | | } |
| | 46 | |
|
| 0 | 47 | | public Queue<T>.Enumerator GetEnumerator() { return pooledHotScenCells.GetEnumerator(); } |
| | 48 | |
|
| 32 | 49 | | T CreateView() { return GameObject.Instantiate(baseView, baseView.transform.parent); } |
| | 50 | | } |