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GameObjectPool.cs
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using System;
using System.Runtime.InteropServices;
using Unity.Collections;
using Unity.Mathematics;
using UnityEngine;
using UnityEngine.Jobs;
namespace SimpleSetupEcs2d
{
[StructLayout(LayoutKind.Explicit)]
public struct PooledGameObject
{
public const int OFFSET_INSTANCE_ID = 0;
public const int OFFSET_TRANSFORM_ID = 4;
public const int OFFSET_TRANSFORM_ARRAY_INDEX = 8;
[FieldOffset(OFFSET_INSTANCE_ID)] public int instanceId;
[FieldOffset(OFFSET_TRANSFORM_ID)] public int transformId;
[FieldOffset(OFFSET_TRANSFORM_ARRAY_INDEX)] public int transformArrayIndex;
}
public sealed class GameObjectPool : IDisposable
{
private readonly int _prefabInstanceId;
private readonly float3 _defaultPosition;
private readonly quaternion _defaultRotation;
private TransformAccessArray _transformArray;
private NativeHashMap<int, PooledGameObject> _transformIdToObject;
private NativeList<int> _unusedInstanceIds;
private NativeList<int> _unusedTransformIds;
private NativeList<float3> _positions;
private NativeList<quaternion> _rotations;
public GameObjectPool(
GameObject prefab
, int capacity
, float3 defaultPosition
, quaternion defaultRotation
)
{
_prefabInstanceId = prefab.GetInstanceID();
_defaultPosition = defaultPosition;
_defaultRotation = defaultRotation;
capacity = math.max(capacity, 4);
TransformAccessArray.Allocate(capacity, -1, out _transformArray);
_transformIdToObject = new(capacity, Allocator.Persistent);
_unusedInstanceIds = new(capacity, Allocator.Persistent);
_unusedTransformIds = new(capacity, Allocator.Persistent);
_positions = new(capacity, Allocator.Persistent);
_rotations = new(capacity, Allocator.Persistent);
}
public TransformAccessArray TransformArray => _transformArray;
public NativeList<float3> Positions => _positions;
public NativeList<quaternion> Rotations => _rotations;
public void Dispose()
{
_transformArray.Dispose();
_transformIdToObject.Dispose();
_unusedInstanceIds.Dispose();
_unusedTransformIds.Dispose();
_positions.Dispose();
_rotations.Dispose();
}
private void IncreaseCapacityBy(int amount)
{
var capacity = _transformArray.length + amount;
if (_transformArray.capacity < capacity)
{
_transformArray.capacity = capacity;
}
if (_transformIdToObject.Capacity < capacity)
{
_transformIdToObject.Capacity = capacity;
}
if (_unusedInstanceIds.Capacity < capacity)
{
_unusedInstanceIds.Capacity = capacity;
}
if (_unusedTransformIds.Capacity < capacity)
{
_unusedTransformIds.Capacity = capacity;
}
if (_positions.Capacity < capacity)
{
_positions.Capacity = capacity;
}
if (_rotations.Capacity < capacity)
{
_rotations.Capacity = capacity;
}
}
public void Prepool(int amount)
{
if (amount < 1)
{
return;
}
IncreaseCapacityBy(amount);
var instanceIds = new NativeArray<int>(amount, Allocator.Temp, NativeArrayOptions.UninitializedMemory);
var transformIds = new NativeArray<int>(amount, Allocator.Temp, NativeArrayOptions.UninitializedMemory);
GameObject.InstantiateGameObjects(_prefabInstanceId, amount, instanceIds, transformIds);
GameObject.SetGameObjectsActive(instanceIds, false);
_unusedInstanceIds.AddRange(instanceIds);
_unusedTransformIds.AddRange(transformIds);
_positions.AddReplicate(_defaultPosition, amount);
_rotations.AddReplicate(_defaultRotation, amount);
var array = _transformArray;
var map = _transformIdToObject;
for (var i = 0; i < amount; i++)
{
var instanceId = instanceIds[i];
var transformId = transformIds[i];
var arrayIndex = array.length;
array.Add(transformId);
map.Add(transformId, new PooledGameObject {
instanceId = instanceId,
transformId = transformId,
transformArrayIndex = arrayIndex,
});
}
}
private void RentInternal(Span<int> instanceIds, Span<int> transformIds, bool activate = false)
{
var amount = instanceIds.Length;
Prepool(amount - _unusedInstanceIds.Length);
var startIndex = _unusedInstanceIds.Length - amount;
_unusedInstanceIds.AsArray().AsReadOnlySpan().Slice(startIndex, amount).CopyTo(instanceIds);
_unusedTransformIds.AsArray().AsReadOnlySpan().Slice(startIndex, amount).CopyTo(transformIds);
_unusedInstanceIds.RemoveRange(startIndex, amount);
_unusedTransformIds.RemoveRange(startIndex, amount);
if (activate)
{
GameObject.SetGameObjectsActive(instanceIds, true);
}
}
public bool TryRent(int amount, ref NativeList<PooledGameObject> result, bool activate = false)
{
if (amount < 1)
{
return false;
}
if (result.IsCreated == false)
{
return false;
}
var instanceIds = new NativeArray<int>(amount, Allocator.Temp, NativeArrayOptions.UninitializedMemory);
var transformIds = new NativeArray<int>(amount, Allocator.Temp, NativeArrayOptions.UninitializedMemory);
RentInternal(instanceIds, transformIds, activate);
var resultCapacity = result.Length + amount;
if (result.Capacity < resultCapacity)
{
result.Capacity = resultCapacity;
}
var map = _transformIdToObject;
for (var i = 0; i < amount; i++)
{
var transformId = transformIds[i];
if (map.TryGetValue(transformId, out var item))
{
result.AddNoResize(item);
}
}
return true;
}
public void Return(ReadOnlySpan<int> instanceIds, ReadOnlySpan<int> transformIds)
{
var length = instanceIds.Length;
if (length < 1)
{
return;
}
var startIndex = _unusedInstanceIds.Length;
_unusedInstanceIds.AddReplicate(default, length);
_unusedTransformIds.AddReplicate(default, length);
instanceIds.CopyTo(_unusedInstanceIds.AsArray().AsSpan().Slice(startIndex, length));
transformIds.CopyTo(_unusedTransformIds.AsArray().AsSpan().Slice(startIndex, length));
GameObject.SetGameObjectsActive(instanceIds, false);
}
}
}