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How can i use the object pool script to create and destroy gameobjects ?
The ObjectPool script:
using UnityEngine;
using System.Collections.Generic;
public class ObjectPool
{
private GameObject prefab;
private List<GameObject> pool;
public ObjectPool(GameObject prefab, int initialSize)
{
this.prefab = prefab;
this.pool = new List<GameObject>();
for (int i = 0; i < initialSize; i++)
{
AllocateInstance();
}
}
public GameObject GetInstance()
{
if (pool.Count == 0)
{
AllocateInstance();
}
int lastIndex = pool.Count - 1;
GameObject instance = pool[lastIndex];
pool.RemoveAt(lastIndex);
instance.SetActive(true);
return instance;
}
public void ReturnInstance(GameObject instance)
{
instance.SetActive(false);
pool.Add(instance);
}
protected virtual GameObject AllocateInstance()
{
GameObject instance = (GameObject)GameObject.Instantiate(prefab);
instance.SetActive(false);
pool.Add(instance);
return instance;
}
}
And the script i'm using to create the gameobjects. This script is attached to a empty GameObject. The part that create the gameobjects in the Clone() is working fine with the pooling.
The problem is in the Update()
I want that when i change the value of SpaceShipCount in the Inspector while the game is running in real time to remove/release/destroy all the already existing gameobjects and create new once according to the new value of SpaceShipCount.
And i don't want it to be like a gun bullet effect i want all the gameobjects to release at once and then to create the new once.
The problem is that when i change the SpaceShipCount value it's releasing(destroying) only one object. For example if i'm running the game and i have 100 objects when i change the SpaceShipCount value to 1 i want to have 1 new gameobject but not gun bullet shooting effect but more like destroying effect. To release(destroy) all objects and create new.
using System;
using UnityEngine;
using Random = UnityEngine.Random;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
public class InstantiateObjects : MonoBehaviour
{
public GameObject Spaceship;
public int spaceshipsStartingHeight = 20;
[HideInInspector]
public GameObject[] spaceships;
// for tracking properties change
private Vector3 _extents;
private int _spaceshipCount;
private float _spaceshipSize;
private ObjectPool bulletPool;
private GameObject o;
/// <summary>
/// How far to place spheres randomly.
/// </summary>
public Vector3 Extents;
/// <summary>
/// How many spheres wanted.
/// </summary>
public int SpaceShipCount;
public float SpaceShipSize;
// Use this for initialization
void Start()
{
Clone();
}
private void OnValidate()
{
// prevent wrong values to be entered
Extents = new Vector3(Mathf.Max(0.0f, Extents.x), Mathf.Max(0.0f, Extents.y), Mathf.Max(0.0f, Extents.z));
SpaceShipCount = Mathf.Max(0, SpaceShipCount);
SpaceShipSize = Mathf.Max(0.0f, SpaceShipSize);
}
private void Reset()
{
Extents = new Vector3(250.0f, 20.0f, 250.0f);
SpaceShipCount = 100;
SpaceShipSize = 20.0f;
}
// Update is called once per frame
void Update()
{
if (_spaceshipCount != SpaceShipCount)
{
for (var i = 0; i < _spaceshipCount; i++)
{
ReleaseBullet(o);
}
_spaceshipCount = SpaceShipCount;
Clone();
}
}
private void Clone()
{
if (Extents == _extents && SpaceShipCount == _spaceshipCount && Mathf.Approximately(SpaceShipSize, _spaceshipSize))
return;
var withTag = GameObject.FindWithTag("Terrain");
if (withTag == null)
throw new InvalidOperationException("Terrain not found");
bulletPool = new ObjectPool(Spaceship, SpaceShipCount);
for (var i = 0; i < SpaceShipCount; i++)
{
o = bulletPool.GetInstance();
o.tag = "SpaceShip";
o.transform.SetParent(base.gameObject.transform);
o.transform.localScale = new Vector3(SpaceShipSize, SpaceShipSize, SpaceShipSize);
// get random position
var x = Random.Range(-Extents.x, Extents.x);
var y = Extents.y; // sphere altitude relative to terrain below
var z = Random.Range(-Extents.z, Extents.z);
// now send a ray down terrain to adjust Y according terrain below
var height = 10000.0f; // should be higher than highest terrain altitude
var origin = new Vector3(x, height, z);
var ray = new Ray(origin, Vector3.down);
RaycastHit hit;
var maxDistance = 20000.0f;
var nameToLayer = LayerMask.NameToLayer("Terrain");
var layerMask = 1 << nameToLayer;
if (Physics.Raycast(ray, out hit, maxDistance, layerMask))
{
var distance = hit.distance;
y = height - distance + y; // adjust
}
else
{
Debug.LogWarning("Terrain not hit, using default height !");
}
//o.transform.Rotate(0.0f,randomNumbers[i],0.0f);
// place !
o.transform.position = new Vector3(x, y + spaceshipsStartingHeight, z);
}
_extents = Extents;
_spaceshipCount = SpaceShipCount;
_spaceshipSize = SpaceShipSize;
}
void ReleaseBullet(GameObject bullet)
{
bulletPool.ReturnInstance(bullet);
}
}
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