풀링 매니저 생성 및 풀링 기능 구현
- 테스트 프리팹 삭제
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140
Assets/Scripts/Managers/PoolManager.cs
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140
Assets/Scripts/Managers/PoolManager.cs
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using System.Collections.Generic;
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using UnityEngine;
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public class PoolManager
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{
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#region Pool
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class Pool
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{
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public GameObject Original { get; private set; }
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public Transform Root { get; set; }
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Stack<Poolable> _poolStack = new Stack<Poolable>();
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public void Init(GameObject original, int count = 5)
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{
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Original = original;
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Root = new GameObject().transform;
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Root.name = $"{original.name}_Root";
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for (int i = 0; i < count; i++)
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{
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Push(Create());
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}
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}
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Poolable Create()
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{
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GameObject go = Object.Instantiate<GameObject>(Original);
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go.name = Original.name;
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return go.GetOrAddComponent<Poolable>();
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}
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public void Push(Poolable poolable)
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{
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if (poolable == null)
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{
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return;
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}
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poolable.transform.parent = Root;
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poolable.gameObject.SetActive(false);
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poolable.IsUsing = false;
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_poolStack.Push(poolable);
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}
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public Poolable Pop(Transform parent)
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{
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Poolable poolable ;
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if (_poolStack.Count > 0)
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{
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poolable = _poolStack.Pop();
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}
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else
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{
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poolable = Create();
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}
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poolable.gameObject.SetActive(true);
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// DontDestroyOnLoad 해제 용도
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if (parent == null)
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{
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poolable.transform.parent = Managers.Scene.CurrentScene.transform;
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}
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poolable.transform.parent = parent;
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poolable.IsUsing = true;
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return poolable;
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}
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}
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#endregion
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Dictionary<string, Pool> _pool = new Dictionary<string, Pool>();
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Transform _root;
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public void Init()
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{
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if (_root == null)
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{
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_root = new GameObject { name = "@Pool_Root" }.transform;
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Object.DontDestroyOnLoad(_root);
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}
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}
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public void CreatePool(GameObject original, int count = 5)
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{
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Pool pool = new Pool();
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pool.Init(original, count);
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pool.Root.parent = _root;
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_pool.Add(original.name, pool);
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}
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public void Push(Poolable poolable)
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{
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string name = poolable.gameObject.name;
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if (_pool.ContainsKey(name) == false)
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{
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GameObject.Destroy(poolable.gameObject);
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return;
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}
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_pool[name].Push(poolable);
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}
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public Poolable Pop(GameObject original, Transform parent = null)
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{
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if (_pool.ContainsKey(original.name) == false)
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{
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CreatePool(original);
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}
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return _pool[original.name].Pop(parent);
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}
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public GameObject GetOriginal(string name)
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{
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if (_pool.ContainsKey(name) == false)
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{
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return null;
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}
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return _pool[name].Original;
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}
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public void Clear()
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{
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foreach (Transform child in _root)
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{
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GameObject.Destroy(child.gameObject);
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}
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_pool.Clear();
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}
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}
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