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删除PoolModule1

master
coffee 9 months ago
parent
commit
7464a6af8b
  1. 2
      Assets/Unity-Tools/Core/PoolModule/IPoolable.cs
  2. 0
      Assets/Unity-Tools/Core/PoolModule/IPoolable.cs.meta
  3. 2
      Assets/Unity-Tools/Core/PoolModule/ObjectPool.cs
  4. 0
      Assets/Unity-Tools/Core/PoolModule/ObjectPool.cs.meta
  5. 2
      Assets/Unity-Tools/Core/PoolModule/ObjectPoolFactory.cs
  6. 0
      Assets/Unity-Tools/Core/PoolModule/ObjectPoolFactory.cs.meta
  7. 2
      Assets/Unity-Tools/Core/PoolModule/ObjectPoolFactoryInt.cs
  8. 0
      Assets/Unity-Tools/Core/PoolModule/ObjectPoolFactoryInt.cs.meta
  9. 2
      Assets/Unity-Tools/Core/PoolModule/ObjectPoolFactoryString.cs
  10. 0
      Assets/Unity-Tools/Core/PoolModule/ObjectPoolFactoryString.cs.meta
  11. 3
      Assets/Unity-Tools/Core/PoolModule/PoolMdoule2.meta
  12. 3
      Assets/Unity-Tools/Core/PoolModule/PoolModule1.meta
  13. 12
      Assets/Unity-Tools/Core/PoolModule/PoolModule1/ObjectPool.cs
  14. 3
      Assets/Unity-Tools/Core/PoolModule/PoolModule1/ObjectPool.cs.meta
  15. 149
      Assets/Unity-Tools/Core/PoolModule/PoolModule1/ObjectPooler.cs
  16. 3
      Assets/Unity-Tools/Core/PoolModule/PoolModule1/ObjectPooler.cs.meta
  17. 83
      Assets/Unity-Tools/Core/PoolModule/PoolModule1/SimpleObjectPooler.cs
  18. 3
      Assets/Unity-Tools/Core/PoolModule/PoolModule1/SimpleObjectPooler.cs.meta
  19. 2
      Assets/Unity-Tools/Core/PoolModule/SingleFactory.cs
  20. 0
      Assets/Unity-Tools/Core/PoolModule/SingleFactory.cs.meta
  21. 2
      Assets/Unity-Tools/Core/PoolModule/SingleFactoryInt.cs
  22. 0
      Assets/Unity-Tools/Core/PoolModule/SingleFactoryInt.cs.meta
  23. 2
      Assets/Unity-Tools/Core/PoolModule/SingleFactoryString.cs
  24. 0
      Assets/Unity-Tools/Core/PoolModule/SingleFactoryString.cs.meta
  25. 2
      Assets/Unity-Tools/Samples/PoolModule/Item.cs
  26. 0
      Assets/Unity-Tools/Samples/PoolModule/Item.cs.meta
  27. 0
      Assets/Unity-Tools/Samples/PoolModule/Item.prefab
  28. 0
      Assets/Unity-Tools/Samples/PoolModule/Item.prefab.meta
  29. 2
      Assets/Unity-Tools/Samples/PoolModule/ItemA.cs
  30. 0
      Assets/Unity-Tools/Samples/PoolModule/ItemA.cs.meta
  31. 0
      Assets/Unity-Tools/Samples/PoolModule/ItemA.prefab
  32. 0
      Assets/Unity-Tools/Samples/PoolModule/ItemA.prefab.meta
  33. 2
      Assets/Unity-Tools/Samples/PoolModule/ItemB.cs
  34. 0
      Assets/Unity-Tools/Samples/PoolModule/ItemB.cs.meta
  35. 0
      Assets/Unity-Tools/Samples/PoolModule/ItemB.prefab
  36. 0
      Assets/Unity-Tools/Samples/PoolModule/ItemB.prefab.meta
  37. 2
      Assets/Unity-Tools/Samples/PoolModule/ItemFactory.cs
  38. 0
      Assets/Unity-Tools/Samples/PoolModule/ItemFactory.cs.meta
  39. 0
      Assets/Unity-Tools/Samples/PoolModule/ItemFactory2.meta
  40. 0
      Assets/Unity-Tools/Samples/PoolModule/ItemFactory2/Item_A.prefab
  41. 0
      Assets/Unity-Tools/Samples/PoolModule/ItemFactory2/Item_A.prefab.meta
  42. 0
      Assets/Unity-Tools/Samples/PoolModule/ItemFactory2/Item_B.prefab
  43. 0
      Assets/Unity-Tools/Samples/PoolModule/ItemFactory2/Item_B.prefab.meta
  44. 0
      Assets/Unity-Tools/Samples/PoolModule/ItemFactory2/Item_C.prefab
  45. 0
      Assets/Unity-Tools/Samples/PoolModule/ItemFactory2/Item_C.prefab.meta
  46. 0
      Assets/Unity-Tools/Samples/PoolModule/ItemFactory2/Item_D.prefab
  47. 0
      Assets/Unity-Tools/Samples/PoolModule/ItemFactory2/Item_D.prefab.meta
  48. 2
      Assets/Unity-Tools/Samples/PoolModule/Manager.cs
  49. 0
      Assets/Unity-Tools/Samples/PoolModule/Manager.cs.meta
  50. 8
      Assets/Unity-Tools/Samples/PoolModule/PoolModule1.meta
  51. 28
      Assets/Unity-Tools/Samples/PoolModule/PoolModule1/Bullet.cs
  52. 3
      Assets/Unity-Tools/Samples/PoolModule/PoolModule1/Bullet.cs.meta
  53. 158
      Assets/Unity-Tools/Samples/PoolModule/PoolModule1/Cube.prefab
  54. 7
      Assets/Unity-Tools/Samples/PoolModule/PoolModule1/Cube.prefab.meta
  55. 25
      Assets/Unity-Tools/Samples/PoolModule/PoolModule1/Player.cs
  56. 2
      Assets/Unity-Tools/Samples/PoolModule/PoolModule1/Player.cs.meta
  57. 561
      Assets/Unity-Tools/Samples/PoolModule/PoolModule1/SimpleObjectPooler.unity
  58. 7
      Assets/Unity-Tools/Samples/PoolModule/PoolModule1/SimpleObjectPooler.unity.meta
  59. 158
      Assets/Unity-Tools/Samples/PoolModule/PoolModule1/Sphere.prefab
  60. 7
      Assets/Unity-Tools/Samples/PoolModule/PoolModule1/Sphere.prefab.meta
  61. 8
      Assets/Unity-Tools/Samples/PoolModule/PoolModule2.meta
  62. 0
      Assets/Unity-Tools/Samples/PoolModule/PoolModule2.unity
  63. 0
      Assets/Unity-Tools/Samples/PoolModule/PoolModule2.unity.meta
  64. 8
      Assets/Unity-Tools/Samples/PoolModule/PoolModule3.meta
  65. 340
      Assets/Unity-Tools/Samples/PoolModule/PoolModule3/PoolModule3.unity
  66. 7
      Assets/Unity-Tools/Samples/PoolModule/PoolModule3/PoolModule3.unity.meta
  67. BIN
      AssetsIcons
  68. 1
      Packages/manifest.json
  69. 7
      Packages/packages-lock.json

2
Assets/Unity-Tools/Core/PoolModule/PoolMdoule2/IPoolable.cs → Assets/Unity-Tools/Core/PoolModule/IPoolable.cs

@ -1,4 +1,4 @@
namespace Tools.PoolModule2
namespace Tools.PoolModule
{
public interface IPoolable
{

0
Assets/Unity-Tools/Core/PoolModule/PoolMdoule2/IPoolable.cs.meta → Assets/Unity-Tools/Core/PoolModule/IPoolable.cs.meta

2
Assets/Unity-Tools/Core/PoolModule/PoolMdoule2/ObjectPool.cs → Assets/Unity-Tools/Core/PoolModule/ObjectPool.cs

@ -3,7 +3,7 @@ using System.Collections.Generic;
using UnityEngine;
using Object = UnityEngine.Object;
namespace Tools.PoolModule2
namespace Tools.PoolModule
{
public class ObjectPool<T> : IDisposable
where T : MonoBehaviour, IPoolable

0
Assets/Unity-Tools/Core/PoolModule/PoolMdoule2/ObjectPool.cs.meta → Assets/Unity-Tools/Core/PoolModule/ObjectPool.cs.meta

2
Assets/Unity-Tools/Core/PoolModule/PoolMdoule2/ObjectPoolFactory.cs → Assets/Unity-Tools/Core/PoolModule/ObjectPoolFactory.cs

@ -5,7 +5,7 @@ using Sirenix.OdinInspector;
using UnityEngine;
using UnityEngine.AddressableAssets;
namespace Tools.PoolModule2
namespace Tools.PoolModule
{
/// <summary>
/// 字典的键为类型名称

0
Assets/Unity-Tools/Core/PoolModule/PoolMdoule2/ObjectPoolFactory.cs.meta → Assets/Unity-Tools/Core/PoolModule/ObjectPoolFactory.cs.meta

2
Assets/Unity-Tools/Core/PoolModule/PoolMdoule2/ObjectPoolFactoryInt.cs → Assets/Unity-Tools/Core/PoolModule/ObjectPoolFactoryInt.cs

@ -4,7 +4,7 @@ using Cysharp.Threading.Tasks;
using UnityEngine;
using UnityEngine.AddressableAssets;
namespace Tools.PoolModule2
namespace Tools.PoolModule
{
/// <summary>
/// 本工厂与普通的对象池工厂不同,

0
Assets/Unity-Tools/Core/PoolModule/PoolMdoule2/ObjectPoolFactoryInt.cs.meta → Assets/Unity-Tools/Core/PoolModule/ObjectPoolFactoryInt.cs.meta

2
Assets/Unity-Tools/Core/PoolModule/PoolMdoule2/ObjectPoolFactoryString.cs → Assets/Unity-Tools/Core/PoolModule/ObjectPoolFactoryString.cs

@ -4,7 +4,7 @@ using Cysharp.Threading.Tasks;
using UnityEngine;
using UnityEngine.AddressableAssets;
namespace Tools.PoolModule2
namespace Tools.PoolModule
{
/// <summary>
/// 本工厂与普通的对象池工厂不同,

0
Assets/Unity-Tools/Core/PoolModule/PoolMdoule2/ObjectPoolFactoryString.cs.meta → Assets/Unity-Tools/Core/PoolModule/ObjectPoolFactoryString.cs.meta

3
Assets/Unity-Tools/Core/PoolModule/PoolMdoule2.meta

@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: 2302004e153843ea8ebb4e7e280e60d1
timeCreated: 1732808499

3
Assets/Unity-Tools/Core/PoolModule/PoolModule1.meta

@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: a33cedcf7d744f8d8413262f109616f0
timeCreated: 1732808479

12
Assets/Unity-Tools/Core/PoolModule/PoolModule1/ObjectPool.cs

@ -1,12 +0,0 @@
using System.Collections.Generic;
using Sirenix.OdinInspector;
using UnityEngine;
namespace Tools.PoolModule1
{
public class ObjectPool : MonoBehaviour
{
[ReadOnly]
public List<GameObject> PooledGameObjects;
}
}

3
Assets/Unity-Tools/Core/PoolModule/PoolModule1/ObjectPool.cs.meta

@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: 5be4df910efa4098952b9885abc5752d
timeCreated: 1730662794

149
Assets/Unity-Tools/Core/PoolModule/PoolModule1/ObjectPooler.cs

@ -1,149 +0,0 @@
using System.Collections.Generic;
using System.Linq;
using Sirenix.OdinInspector;
using UnityEngine;
using UnityEngine.SceneManagement;
namespace Tools.PoolModule1
{
/// <summary> 不要使用单例,在每个需要使用对象池的地方实例化一个 </summary>
public abstract class ObjectPooler : MonoBehaviour
{
// public static ObjectPooler Instance;
/// true:所有物体使用一个对象池
[DisableInPlayMode, OnValueChanged("@NestUnderThis = false")]
public bool MutualizeWaitingPools = false;
/// ture:所有等待和活动对象都会被存放在一个空物体对象下。否则他们都会在顶层
[DisableInPlayMode]
public bool NestWaitingPool = true;
/// true:存放在自己层级下
[ShowIf("NestWaitingPool"), DisableInPlayMode, DisableIf("MutualizeWaitingPools")]
public bool NestUnderThis = false;
protected GameObject _waitingPool;
protected ObjectPool _objectPool;
protected const int _initialCapacity = 5;
public static List<ObjectPool> _pools = new List<ObjectPool>(_initialCapacity);
// /// 在每次切换场景时重新初始化单例
// [RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.SubsystemRegistration)]
// protected static void InitializeStatics()
// {
// Instance = null;
// }
protected void Awake()
{
// Instance = this;
FillObjectPool();
}
private void AddPool(ObjectPool pool)
{
_pools ??= new List<ObjectPool>(_initialCapacity);
Debug.Assert(!_pools.Contains(pool), $"重复添加{pool.name}");
if (!_pools.Contains(pool))
_pools.Add(pool);
}
private void RemovePool(ObjectPool pool)
{
_pools?.Remove(pool);
}
/// <summary>
/// 创建新的对象池。
/// 当MutualizeWaitingPools为false时,直接创建一个新的对象池,不管是否拥有相同的对象池名称。
/// 当MutualizeWaitingPools为true时,先寻找是否已有同名的对象池,有则共用,没有则创建新的对象池。
/// </summary>
/// <returns>
/// true: 创建成功
/// false: 创建失败,找到了同名的对象池,并与其共用</returns>
protected virtual bool CreateWaitingPool()
{
if (!MutualizeWaitingPools)
{
_waitingPool = new GameObject(DetermineObjectPoolName());
SceneManager.MoveGameObjectToScene(_waitingPool, this.gameObject.scene); // 确保物体都在同一个场景内
_objectPool = _waitingPool.AddComponent<ObjectPool>();
_objectPool.PooledGameObjects = new List<GameObject>();
ApplyNesting();
return true;
}
else
{
ObjectPool objectPool = ExistingPool(DetermineObjectPoolName());
if (objectPool != null)
{
_waitingPool = objectPool.gameObject;
_objectPool = objectPool;
return false;
}
else
{
_waitingPool = new GameObject(DetermineObjectPoolName());
SceneManager.MoveGameObjectToScene(_waitingPool, this.gameObject.scene);
_objectPool = _waitingPool.AddComponent<ObjectPool>();
_objectPool.PooledGameObjects = new List<GameObject>();
ApplyNesting();
AddPool(_objectPool);
return true;
}
}
}
public virtual ObjectPool ExistingPool(string poolName)
{
_pools ??= new List<ObjectPool>(_initialCapacity);
if (_pools.Count == 0)
{
var pools = FindObjectsOfType<ObjectPool>();
// var pools = FindObjectsByType<ObjectPool>(FindObjectsSortMode.None);
if (pools.Length > 0)
_pools.AddRange(pools);
}
return _pools.FirstOrDefault(pool => pool != null && pool.name == poolName);
}
protected virtual string DetermineObjectPoolName() => $"[ObjectPooler] {this.name}";
/// <summary> 设置对象池层级 </summary>
protected virtual void ApplyNesting()
{
if (NestWaitingPool && NestUnderThis && (_waitingPool != null))
{
_waitingPool.transform.SetParent(this.transform);
}
}
/// <summary> 重写该方法设置物体 </summary>
protected virtual void FillObjectPool()
{
return;
}
/// <summary> 重写该方法获取物体 </summary>
public virtual GameObject GetPooledGameObject()
{
return null;
}
/// <summary> 销毁对象池 </summary>
public virtual void DestroyObjectPool()
{
if (_waitingPool != null)
{
Destroy(_waitingPool.gameObject);
}
}
private void OnDestroy()
{
if (_objectPool != null && NestUnderThis)
{
RemovePool(_objectPool);
}
}
}
}

3
Assets/Unity-Tools/Core/PoolModule/PoolModule1/ObjectPooler.cs.meta

@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: 8dda8e8c216e4d4f8bbd6cd2096c9d79
timeCreated: 1730661038

83
Assets/Unity-Tools/Core/PoolModule/PoolModule1/SimpleObjectPooler.cs

@ -1,83 +0,0 @@
using System.Linq;
using Sirenix.OdinInspector;
using UnityEngine;
using UnityEngine.SceneManagement;
namespace Tools.PoolModule1
{
/// <summary>
/// 一个实例化SimpleObjectPooler对象只能创建一种物体,也就是说如果只使用单例访问该对象池,那么只能创建一个物体
/// 除非实例化多个SimpleObjectPooler对象,才可以创建多个物体
/// </summary>
/// <example>
/// 一般<see cref="ObjectPooler.MutualizeWaitingPools"/>设置为true
/// <see cref="ObjectPooler.NestWaitingPool"/>设置为true
/// <see cref="ObjectPooler.NestUnderThis"/>设置为false
/// <see cref="PoolCanExpand"/>设置为true
/// </example>
public class SimpleObjectPooler : ObjectPooler
{
/// 母体
[DisableInPlayMode]
public GameObject GameObjectToPool;
/// 对象池大小
[DisableInPlayMode]
public int PoolSize = 20;
/// true:当物体全部被取出,而继续获取物体时,允许对象池扩容
[DisableInPlayMode]
public bool PoolCanExpand = true;
/// <summary> 填充对象池 </summary>
protected override void FillObjectPool()
{
if (GameObjectToPool == null) return;
// 如果已经创建了对象池,则退出
if (_objectPool != null && _objectPool.PooledGameObjects.Count > PoolSize) return;
CreateWaitingPool();
int objectsTpSpawn = _objectPool == null ? PoolSize : PoolSize - _objectPool.PooledGameObjects.Count;
for (int i = 0; i < objectsTpSpawn; i++)
{
AddOneObjectToThePool();
}
}
protected override string DetermineObjectPoolName() => $"[SimpleObjectPooler] {GameObjectToPool.name}";
public override GameObject GetPooledGameObject()
{
// 在待机池中寻找一个空闲的对象
foreach (var o in _objectPool.PooledGameObjects.Where(o => !o.activeInHierarchy))
{
return o;
}
// 如果没有空闲的对象,并且允许扩容,则创建一个新对象
if (PoolCanExpand)
{
return AddOneObjectToThePool();
}
// 没有空闲的对象,并且不允许扩容,则返回null
return null;
}
/// <summary>
/// 添加一个新对象到对象池
/// </summary>
private GameObject AddOneObjectToThePool()
{
if (GameObjectToPool == null) throw new System.NullReferenceException("GameObjectToPool is null");
bool initialStatus = GameObjectToPool.activeSelf;
GameObjectToPool.SetActive(false);
GameObject newGameObject = Instantiate(GameObjectToPool);
GameObjectToPool.SetActive(initialStatus);
SceneManager.MoveGameObjectToScene(newGameObject, this.gameObject.scene);
if (NestWaitingPool)
newGameObject.transform.SetParent(_waitingPool.transform);
newGameObject.name = $"{GameObjectToPool.name}-{_objectPool.PooledGameObjects.Count}";
_objectPool.PooledGameObjects.Add(newGameObject);
return newGameObject;
}
}
}

3
Assets/Unity-Tools/Core/PoolModule/PoolModule1/SimpleObjectPooler.cs.meta

@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: d96f815f5f2d44d0be75764eb22eadb3
timeCreated: 1730666668

2
Assets/Unity-Tools/Core/PoolModule/PoolMdoule2/SingleFactory.cs → Assets/Unity-Tools/Core/PoolModule/SingleFactory.cs

@ -5,7 +5,7 @@ using UnityEngine;
using UnityEngine.AddressableAssets;
using Object = UnityEngine.Object;
namespace Tools.PoolModule2
namespace Tools.PoolModule
{
/// <summary>
/// 本工厂与普通的对象池工厂不同,它只会创建一个对象,而不是创建多个对象

0
Assets/Unity-Tools/Core/PoolModule/PoolMdoule2/SingleFactory.cs.meta → Assets/Unity-Tools/Core/PoolModule/SingleFactory.cs.meta

2
Assets/Unity-Tools/Core/PoolModule/PoolMdoule2/SingleFactoryInt.cs → Assets/Unity-Tools/Core/PoolModule/SingleFactoryInt.cs

@ -5,7 +5,7 @@ using UnityEngine;
using UnityEngine.AddressableAssets;
using Object = UnityEngine.Object;
namespace Tools.PoolModule2
namespace Tools.PoolModule
{
/// <summary>
/// 本工厂与普通的对象池工厂不同,它只会创建一个对象,而不是创建多个对象

0
Assets/Unity-Tools/Core/PoolModule/PoolMdoule2/SingleFactoryInt.cs.meta → Assets/Unity-Tools/Core/PoolModule/SingleFactoryInt.cs.meta

2
Assets/Unity-Tools/Core/PoolModule/PoolMdoule2/SingleFactoryString.cs → Assets/Unity-Tools/Core/PoolModule/SingleFactoryString.cs

@ -5,7 +5,7 @@ using UnityEngine;
using UnityEngine.AddressableAssets;
using Object = UnityEngine.Object;
namespace Tools.PoolModule2
namespace Tools.PoolModule
{
/// <summary>
/// 本工厂与普通的对象池工厂不同,它只会创建一个对象,而不是创建多个对象

0
Assets/Unity-Tools/Core/PoolModule/PoolMdoule2/SingleFactoryString.cs.meta → Assets/Unity-Tools/Core/PoolModule/SingleFactoryString.cs.meta

2
Assets/Unity-Tools/Samples/PoolModule/PoolModule2/Item.cs → Assets/Unity-Tools/Samples/PoolModule/Item.cs

@ -1,7 +1,7 @@
using System;
using UnityEngine;
namespace Tools.PoolModule2.Sample
namespace Tools.PoolModule.Sample
{
public class Item : MonoBehaviour, IPoolable, IPoolableString
{

0
Assets/Unity-Tools/Samples/PoolModule/PoolModule2/Item.cs.meta → Assets/Unity-Tools/Samples/PoolModule/Item.cs.meta

0
Assets/Unity-Tools/Samples/PoolModule/PoolModule2/Item.prefab → Assets/Unity-Tools/Samples/PoolModule/Item.prefab

0
Assets/Unity-Tools/Samples/PoolModule/PoolModule2/Item.prefab.meta → Assets/Unity-Tools/Samples/PoolModule/Item.prefab.meta

2
Assets/Unity-Tools/Samples/PoolModule/PoolModule2/ItemA.cs → Assets/Unity-Tools/Samples/PoolModule/ItemA.cs

@ -1,4 +1,4 @@
namespace Tools.PoolModule2.Sample
namespace Tools.PoolModule.Sample
{
public class ItemA : Item
{

0
Assets/Unity-Tools/Samples/PoolModule/PoolModule2/ItemA.cs.meta → Assets/Unity-Tools/Samples/PoolModule/ItemA.cs.meta

0
Assets/Unity-Tools/Samples/PoolModule/PoolModule2/ItemA.prefab → Assets/Unity-Tools/Samples/PoolModule/ItemA.prefab

0
Assets/Unity-Tools/Samples/PoolModule/PoolModule2/ItemA.prefab.meta → Assets/Unity-Tools/Samples/PoolModule/ItemA.prefab.meta

2
Assets/Unity-Tools/Samples/PoolModule/PoolModule2/ItemB.cs → Assets/Unity-Tools/Samples/PoolModule/ItemB.cs

@ -1,4 +1,4 @@
namespace Tools.PoolModule2.Sample
namespace Tools.PoolModule.Sample
{
public class ItemB : Item
{

0
Assets/Unity-Tools/Samples/PoolModule/PoolModule2/ItemB.cs.meta → Assets/Unity-Tools/Samples/PoolModule/ItemB.cs.meta

0
Assets/Unity-Tools/Samples/PoolModule/PoolModule2/ItemB.prefab → Assets/Unity-Tools/Samples/PoolModule/ItemB.prefab

0
Assets/Unity-Tools/Samples/PoolModule/PoolModule2/ItemB.prefab.meta → Assets/Unity-Tools/Samples/PoolModule/ItemB.prefab.meta

2
Assets/Unity-Tools/Samples/PoolModule/PoolModule2/ItemFactory.cs → Assets/Unity-Tools/Samples/PoolModule/ItemFactory.cs

@ -1,6 +1,6 @@
using Cysharp.Threading.Tasks;
namespace Tools.PoolModule2.Sample
namespace Tools.PoolModule.Sample
{
public class ItemFactory : ObjectPoolFactory<Item>
{

0
Assets/Unity-Tools/Samples/PoolModule/PoolModule2/ItemFactory.cs.meta → Assets/Unity-Tools/Samples/PoolModule/ItemFactory.cs.meta

0
Assets/Unity-Tools/Samples/PoolModule/PoolModule2/ItemFactory2.meta → Assets/Unity-Tools/Samples/PoolModule/ItemFactory2.meta

0
Assets/Unity-Tools/Samples/PoolModule/PoolModule2/ItemFactory2/Item_A.prefab → Assets/Unity-Tools/Samples/PoolModule/ItemFactory2/Item_A.prefab

0
Assets/Unity-Tools/Samples/PoolModule/PoolModule2/ItemFactory2/Item_A.prefab.meta → Assets/Unity-Tools/Samples/PoolModule/ItemFactory2/Item_A.prefab.meta

0
Assets/Unity-Tools/Samples/PoolModule/PoolModule2/ItemFactory2/Item_B.prefab → Assets/Unity-Tools/Samples/PoolModule/ItemFactory2/Item_B.prefab

0
Assets/Unity-Tools/Samples/PoolModule/PoolModule2/ItemFactory2/Item_B.prefab.meta → Assets/Unity-Tools/Samples/PoolModule/ItemFactory2/Item_B.prefab.meta

0
Assets/Unity-Tools/Samples/PoolModule/PoolModule2/ItemFactory2/Item_C.prefab → Assets/Unity-Tools/Samples/PoolModule/ItemFactory2/Item_C.prefab

0
Assets/Unity-Tools/Samples/PoolModule/PoolModule2/ItemFactory2/Item_C.prefab.meta → Assets/Unity-Tools/Samples/PoolModule/ItemFactory2/Item_C.prefab.meta

0
Assets/Unity-Tools/Samples/PoolModule/PoolModule2/ItemFactory2/Item_D.prefab → Assets/Unity-Tools/Samples/PoolModule/ItemFactory2/Item_D.prefab

0
Assets/Unity-Tools/Samples/PoolModule/PoolModule2/ItemFactory2/Item_D.prefab.meta → Assets/Unity-Tools/Samples/PoolModule/ItemFactory2/Item_D.prefab.meta

2
Assets/Unity-Tools/Samples/PoolModule/PoolModule2/Manager.cs → Assets/Unity-Tools/Samples/PoolModule/Manager.cs

@ -4,7 +4,7 @@ using Sirenix.OdinInspector;
using UnityEngine;
using UnityEngine.AddressableAssets;
namespace Tools.PoolModule2.Sample
namespace Tools.PoolModule.Sample
{
public class Manager : MonoBehaviour
{

0
Assets/Unity-Tools/Samples/PoolModule/PoolModule2/Manager.cs.meta → Assets/Unity-Tools/Samples/PoolModule/Manager.cs.meta

8
Assets/Unity-Tools/Samples/PoolModule/PoolModule1.meta

@ -1,8 +0,0 @@
fileFormatVersion: 2
guid: 95c1c00313fe6fe4991b3e4255e7fca0
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

28
Assets/Unity-Tools/Samples/PoolModule/PoolModule1/Bullet.cs

@ -1,28 +0,0 @@
using UnityEngine;
namespace Tools.PoolModule1.Sample
{
public class Bullet : MonoBehaviour
{
[Knob(0f, 100f)]
public float speed = 10f;
public Vector3 direction = Vector3.forward;
public float lifeTime = 10f;
private void OnEnable()
{
transform.position = new Vector3(Random.Range(-5f, 5f), 0f, 0f);
Invoke(nameof(DelayDisable), lifeTime);
}
private void FixedUpdate()
{
transform.position += direction * speed * Time.fixedDeltaTime;
}
private void DelayDisable()
{
gameObject.SetActive(false);
}
}
}

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using System;
using UnityEngine;
namespace Tools.PoolModule1.Sample
{
public class Player : MonoBehaviour
{
public SimpleObjectPooler SimplePooler;
private void Update()
{
if (Input.GetKeyDown(KeyCode.A))
{
// var bullet = SimpleObjectPooler.Instance.GetPooledGameObject();
// bullet.SetActive(true);
}
if (Input.GetKeyDown(KeyCode.S))
{
var bullet =SimplePooler.GetPooledGameObject();
bullet.SetActive(true);
}
}
}
}

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