C# Unity Object Pooling (for a shooter game)
$begingroup$
I am currently developing a Bullet Hell (shoot-em-up) game for my school project.
I have implemented Object Pooling for my game to recycle mainly bullets. (Though I could use it to recycle enemies in the future if I do need to.)
Currently I have tested this object pooling on bullet and it has worked.
I am looking to receive feedback about my code in order to see if I can do anything about it to make it more efficient and cleaner.
ObjectPool.cs
using System;
using System.Collections.Generic;
using UnityEngine;
using System.Linq;
public class ObjectPool : Singleton<ObjectPool> {
private List<GameObject> objectPool;
private void Awake() {
objectPool = new List<GameObject>();
}
/// <summary>
/// Add a gameobject to the object pool.
/// </summary>
/// <param name="objToPool">The gameobject to add to the object pool.</param>
/// <param name="deactivateObj">Deactivate this gameobject upon storing into the object pool.</param>
public void AddToPool(GameObject objToPool, bool deactivateObj = true) {
objectPool.Add(objToPool);
// If we need to deactivate this gameobject.
if (deactivateObj) {
// Set it to not active.
objToPool.SetActive(false);
}
}
/// <summary>
/// Fetch a gameobject from the pool, with the gameobject containing the desired component.
/// </summary>
/// <typeparam name="T">The type of the component.</typeparam>
/// <param name="removeFromPool">True if the fetched gameobject needs to be removed from the pool.</param>
/// <returns>The respective gameobject. (Null if none is found)</returns>
public GameObject FetchObjectByComponent<T>(bool removeFromPool = true) where T : MonoBehaviour {
GameObject fetchedObject = null;
// Foreach game object in the object pool
foreach (var gameObj in objectPool) {
// If this gameobject has the desired component.
if (gameObj.GetComponent<T>() != null) {
// Fetch this object.
fetchedObject = gameObj;
// End loop (an object with the desired component is found.)
break;
}
}
// If an object is fetched and we need to remove it from the pool.
if (fetchedObject != null && removeFromPool) {
// Remove the fetched object from the pool.
objectPool.Remove(fetchedObject);
}
return fetchedObject;
}
/// <summary>
/// Fetch an array of gameobjects that contains the desired component.
/// </summary>
/// <typeparam name="T">The type of the component the gameobject must contain.</typeparam>
/// <param name="maxSize">The max size of the array returned. (Negative for limitless)</param>
/// <param name="removeFromPool">True to remove the respective fetched gameobject from the object pool.</param>
/// <returns>The respective fetched game objects.</returns>
public GameObject FetchObjectsByComponent<T>(int maxSize = -1, bool removeFromPool = true) where T : MonoBehaviour {
List<GameObject> temp = new List<GameObject>();
// Loop through the object pool as long as the size limit it not reached.
for (int i = 0; i < objectPool.Count && i < maxSize; ++i) {
// If this current object contains the desired component.
if (objectPool[i].GetComponent<T>() != null) {
// Add to the temporary list
temp.Add(objectPool[i]);
}
}
var fetchedObjects = temp.ToArray();
// If we need to remove the fetched objects from the object pool, remove.
if (removeFromPool) {
RemoveObjectsFromPool(fetchedObjects);
}
return fetchedObjects;
}
/// <summary>
/// Fetch an array of gameobject based on the given condition.
/// </summary>
/// <param name="condition">The condition to check on when fetching gameobjects.</param>
/// <param name="maxSize">The maximum size of the array returned. (Negative for limitless.)</param>
/// <param name="removeFromPool">True to remove the respective fetched gameobject from the object pool.</param>
/// <returns>The respective fetched game objects.</returns>
public GameObject FetchObjectsByCondition(Func<GameObject, bool> condition, int maxSize = -1, bool removeFromPool = true) {
// Fetch all the matching objects.
var fetchedObjects = objectPool.Where(condition).ToArray();
// If an array size limit is given.
if (maxSize >= 1) {
List<GameObject> temp = new List<GameObject>();
// Loop through the fetched objects, adding to the list as long as the list stays in it's given size limit.
for (int i = 0; i < fetchedObjects.Length && i < maxSize; ++i) {
temp.Add(fetchedObjects[i]);
}
fetchedObjects = temp.ToArray();
}
// If we need to remove the fetched objects from the object pool
if (removeFromPool) {
RemoveObjectsFromPool(fetchedObjects);
}
return fetchedObjects;
}
#region Util
private void RemoveObjectsFromPool(GameObject objectsToRemove) {
// For each given object.
foreach (var gameObject in objectsToRemove) {
// Remove the given object from the object pool.
objectPool.Remove(gameObject);
}
}
#endregion
}
I am currently using Unity 2018.3.1f1, if that matters.
c# game unity3d
$endgroup$
add a comment |
$begingroup$
I am currently developing a Bullet Hell (shoot-em-up) game for my school project.
I have implemented Object Pooling for my game to recycle mainly bullets. (Though I could use it to recycle enemies in the future if I do need to.)
Currently I have tested this object pooling on bullet and it has worked.
I am looking to receive feedback about my code in order to see if I can do anything about it to make it more efficient and cleaner.
ObjectPool.cs
using System;
using System.Collections.Generic;
using UnityEngine;
using System.Linq;
public class ObjectPool : Singleton<ObjectPool> {
private List<GameObject> objectPool;
private void Awake() {
objectPool = new List<GameObject>();
}
/// <summary>
/// Add a gameobject to the object pool.
/// </summary>
/// <param name="objToPool">The gameobject to add to the object pool.</param>
/// <param name="deactivateObj">Deactivate this gameobject upon storing into the object pool.</param>
public void AddToPool(GameObject objToPool, bool deactivateObj = true) {
objectPool.Add(objToPool);
// If we need to deactivate this gameobject.
if (deactivateObj) {
// Set it to not active.
objToPool.SetActive(false);
}
}
/// <summary>
/// Fetch a gameobject from the pool, with the gameobject containing the desired component.
/// </summary>
/// <typeparam name="T">The type of the component.</typeparam>
/// <param name="removeFromPool">True if the fetched gameobject needs to be removed from the pool.</param>
/// <returns>The respective gameobject. (Null if none is found)</returns>
public GameObject FetchObjectByComponent<T>(bool removeFromPool = true) where T : MonoBehaviour {
GameObject fetchedObject = null;
// Foreach game object in the object pool
foreach (var gameObj in objectPool) {
// If this gameobject has the desired component.
if (gameObj.GetComponent<T>() != null) {
// Fetch this object.
fetchedObject = gameObj;
// End loop (an object with the desired component is found.)
break;
}
}
// If an object is fetched and we need to remove it from the pool.
if (fetchedObject != null && removeFromPool) {
// Remove the fetched object from the pool.
objectPool.Remove(fetchedObject);
}
return fetchedObject;
}
/// <summary>
/// Fetch an array of gameobjects that contains the desired component.
/// </summary>
/// <typeparam name="T">The type of the component the gameobject must contain.</typeparam>
/// <param name="maxSize">The max size of the array returned. (Negative for limitless)</param>
/// <param name="removeFromPool">True to remove the respective fetched gameobject from the object pool.</param>
/// <returns>The respective fetched game objects.</returns>
public GameObject FetchObjectsByComponent<T>(int maxSize = -1, bool removeFromPool = true) where T : MonoBehaviour {
List<GameObject> temp = new List<GameObject>();
// Loop through the object pool as long as the size limit it not reached.
for (int i = 0; i < objectPool.Count && i < maxSize; ++i) {
// If this current object contains the desired component.
if (objectPool[i].GetComponent<T>() != null) {
// Add to the temporary list
temp.Add(objectPool[i]);
}
}
var fetchedObjects = temp.ToArray();
// If we need to remove the fetched objects from the object pool, remove.
if (removeFromPool) {
RemoveObjectsFromPool(fetchedObjects);
}
return fetchedObjects;
}
/// <summary>
/// Fetch an array of gameobject based on the given condition.
/// </summary>
/// <param name="condition">The condition to check on when fetching gameobjects.</param>
/// <param name="maxSize">The maximum size of the array returned. (Negative for limitless.)</param>
/// <param name="removeFromPool">True to remove the respective fetched gameobject from the object pool.</param>
/// <returns>The respective fetched game objects.</returns>
public GameObject FetchObjectsByCondition(Func<GameObject, bool> condition, int maxSize = -1, bool removeFromPool = true) {
// Fetch all the matching objects.
var fetchedObjects = objectPool.Where(condition).ToArray();
// If an array size limit is given.
if (maxSize >= 1) {
List<GameObject> temp = new List<GameObject>();
// Loop through the fetched objects, adding to the list as long as the list stays in it's given size limit.
for (int i = 0; i < fetchedObjects.Length && i < maxSize; ++i) {
temp.Add(fetchedObjects[i]);
}
fetchedObjects = temp.ToArray();
}
// If we need to remove the fetched objects from the object pool
if (removeFromPool) {
RemoveObjectsFromPool(fetchedObjects);
}
return fetchedObjects;
}
#region Util
private void RemoveObjectsFromPool(GameObject objectsToRemove) {
// For each given object.
foreach (var gameObject in objectsToRemove) {
// Remove the given object from the object pool.
objectPool.Remove(gameObject);
}
}
#endregion
}
I am currently using Unity 2018.3.1f1, if that matters.
c# game unity3d
$endgroup$
add a comment |
$begingroup$
I am currently developing a Bullet Hell (shoot-em-up) game for my school project.
I have implemented Object Pooling for my game to recycle mainly bullets. (Though I could use it to recycle enemies in the future if I do need to.)
Currently I have tested this object pooling on bullet and it has worked.
I am looking to receive feedback about my code in order to see if I can do anything about it to make it more efficient and cleaner.
ObjectPool.cs
using System;
using System.Collections.Generic;
using UnityEngine;
using System.Linq;
public class ObjectPool : Singleton<ObjectPool> {
private List<GameObject> objectPool;
private void Awake() {
objectPool = new List<GameObject>();
}
/// <summary>
/// Add a gameobject to the object pool.
/// </summary>
/// <param name="objToPool">The gameobject to add to the object pool.</param>
/// <param name="deactivateObj">Deactivate this gameobject upon storing into the object pool.</param>
public void AddToPool(GameObject objToPool, bool deactivateObj = true) {
objectPool.Add(objToPool);
// If we need to deactivate this gameobject.
if (deactivateObj) {
// Set it to not active.
objToPool.SetActive(false);
}
}
/// <summary>
/// Fetch a gameobject from the pool, with the gameobject containing the desired component.
/// </summary>
/// <typeparam name="T">The type of the component.</typeparam>
/// <param name="removeFromPool">True if the fetched gameobject needs to be removed from the pool.</param>
/// <returns>The respective gameobject. (Null if none is found)</returns>
public GameObject FetchObjectByComponent<T>(bool removeFromPool = true) where T : MonoBehaviour {
GameObject fetchedObject = null;
// Foreach game object in the object pool
foreach (var gameObj in objectPool) {
// If this gameobject has the desired component.
if (gameObj.GetComponent<T>() != null) {
// Fetch this object.
fetchedObject = gameObj;
// End loop (an object with the desired component is found.)
break;
}
}
// If an object is fetched and we need to remove it from the pool.
if (fetchedObject != null && removeFromPool) {
// Remove the fetched object from the pool.
objectPool.Remove(fetchedObject);
}
return fetchedObject;
}
/// <summary>
/// Fetch an array of gameobjects that contains the desired component.
/// </summary>
/// <typeparam name="T">The type of the component the gameobject must contain.</typeparam>
/// <param name="maxSize">The max size of the array returned. (Negative for limitless)</param>
/// <param name="removeFromPool">True to remove the respective fetched gameobject from the object pool.</param>
/// <returns>The respective fetched game objects.</returns>
public GameObject FetchObjectsByComponent<T>(int maxSize = -1, bool removeFromPool = true) where T : MonoBehaviour {
List<GameObject> temp = new List<GameObject>();
// Loop through the object pool as long as the size limit it not reached.
for (int i = 0; i < objectPool.Count && i < maxSize; ++i) {
// If this current object contains the desired component.
if (objectPool[i].GetComponent<T>() != null) {
// Add to the temporary list
temp.Add(objectPool[i]);
}
}
var fetchedObjects = temp.ToArray();
// If we need to remove the fetched objects from the object pool, remove.
if (removeFromPool) {
RemoveObjectsFromPool(fetchedObjects);
}
return fetchedObjects;
}
/// <summary>
/// Fetch an array of gameobject based on the given condition.
/// </summary>
/// <param name="condition">The condition to check on when fetching gameobjects.</param>
/// <param name="maxSize">The maximum size of the array returned. (Negative for limitless.)</param>
/// <param name="removeFromPool">True to remove the respective fetched gameobject from the object pool.</param>
/// <returns>The respective fetched game objects.</returns>
public GameObject FetchObjectsByCondition(Func<GameObject, bool> condition, int maxSize = -1, bool removeFromPool = true) {
// Fetch all the matching objects.
var fetchedObjects = objectPool.Where(condition).ToArray();
// If an array size limit is given.
if (maxSize >= 1) {
List<GameObject> temp = new List<GameObject>();
// Loop through the fetched objects, adding to the list as long as the list stays in it's given size limit.
for (int i = 0; i < fetchedObjects.Length && i < maxSize; ++i) {
temp.Add(fetchedObjects[i]);
}
fetchedObjects = temp.ToArray();
}
// If we need to remove the fetched objects from the object pool
if (removeFromPool) {
RemoveObjectsFromPool(fetchedObjects);
}
return fetchedObjects;
}
#region Util
private void RemoveObjectsFromPool(GameObject objectsToRemove) {
// For each given object.
foreach (var gameObject in objectsToRemove) {
// Remove the given object from the object pool.
objectPool.Remove(gameObject);
}
}
#endregion
}
I am currently using Unity 2018.3.1f1, if that matters.
c# game unity3d
$endgroup$
I am currently developing a Bullet Hell (shoot-em-up) game for my school project.
I have implemented Object Pooling for my game to recycle mainly bullets. (Though I could use it to recycle enemies in the future if I do need to.)
Currently I have tested this object pooling on bullet and it has worked.
I am looking to receive feedback about my code in order to see if I can do anything about it to make it more efficient and cleaner.
ObjectPool.cs
using System;
using System.Collections.Generic;
using UnityEngine;
using System.Linq;
public class ObjectPool : Singleton<ObjectPool> {
private List<GameObject> objectPool;
private void Awake() {
objectPool = new List<GameObject>();
}
/// <summary>
/// Add a gameobject to the object pool.
/// </summary>
/// <param name="objToPool">The gameobject to add to the object pool.</param>
/// <param name="deactivateObj">Deactivate this gameobject upon storing into the object pool.</param>
public void AddToPool(GameObject objToPool, bool deactivateObj = true) {
objectPool.Add(objToPool);
// If we need to deactivate this gameobject.
if (deactivateObj) {
// Set it to not active.
objToPool.SetActive(false);
}
}
/// <summary>
/// Fetch a gameobject from the pool, with the gameobject containing the desired component.
/// </summary>
/// <typeparam name="T">The type of the component.</typeparam>
/// <param name="removeFromPool">True if the fetched gameobject needs to be removed from the pool.</param>
/// <returns>The respective gameobject. (Null if none is found)</returns>
public GameObject FetchObjectByComponent<T>(bool removeFromPool = true) where T : MonoBehaviour {
GameObject fetchedObject = null;
// Foreach game object in the object pool
foreach (var gameObj in objectPool) {
// If this gameobject has the desired component.
if (gameObj.GetComponent<T>() != null) {
// Fetch this object.
fetchedObject = gameObj;
// End loop (an object with the desired component is found.)
break;
}
}
// If an object is fetched and we need to remove it from the pool.
if (fetchedObject != null && removeFromPool) {
// Remove the fetched object from the pool.
objectPool.Remove(fetchedObject);
}
return fetchedObject;
}
/// <summary>
/// Fetch an array of gameobjects that contains the desired component.
/// </summary>
/// <typeparam name="T">The type of the component the gameobject must contain.</typeparam>
/// <param name="maxSize">The max size of the array returned. (Negative for limitless)</param>
/// <param name="removeFromPool">True to remove the respective fetched gameobject from the object pool.</param>
/// <returns>The respective fetched game objects.</returns>
public GameObject FetchObjectsByComponent<T>(int maxSize = -1, bool removeFromPool = true) where T : MonoBehaviour {
List<GameObject> temp = new List<GameObject>();
// Loop through the object pool as long as the size limit it not reached.
for (int i = 0; i < objectPool.Count && i < maxSize; ++i) {
// If this current object contains the desired component.
if (objectPool[i].GetComponent<T>() != null) {
// Add to the temporary list
temp.Add(objectPool[i]);
}
}
var fetchedObjects = temp.ToArray();
// If we need to remove the fetched objects from the object pool, remove.
if (removeFromPool) {
RemoveObjectsFromPool(fetchedObjects);
}
return fetchedObjects;
}
/// <summary>
/// Fetch an array of gameobject based on the given condition.
/// </summary>
/// <param name="condition">The condition to check on when fetching gameobjects.</param>
/// <param name="maxSize">The maximum size of the array returned. (Negative for limitless.)</param>
/// <param name="removeFromPool">True to remove the respective fetched gameobject from the object pool.</param>
/// <returns>The respective fetched game objects.</returns>
public GameObject FetchObjectsByCondition(Func<GameObject, bool> condition, int maxSize = -1, bool removeFromPool = true) {
// Fetch all the matching objects.
var fetchedObjects = objectPool.Where(condition).ToArray();
// If an array size limit is given.
if (maxSize >= 1) {
List<GameObject> temp = new List<GameObject>();
// Loop through the fetched objects, adding to the list as long as the list stays in it's given size limit.
for (int i = 0; i < fetchedObjects.Length && i < maxSize; ++i) {
temp.Add(fetchedObjects[i]);
}
fetchedObjects = temp.ToArray();
}
// If we need to remove the fetched objects from the object pool
if (removeFromPool) {
RemoveObjectsFromPool(fetchedObjects);
}
return fetchedObjects;
}
#region Util
private void RemoveObjectsFromPool(GameObject objectsToRemove) {
// For each given object.
foreach (var gameObject in objectsToRemove) {
// Remove the given object from the object pool.
objectPool.Remove(gameObject);
}
}
#endregion
}
I am currently using Unity 2018.3.1f1, if that matters.
c# game unity3d
c# game unity3d
asked 4 mins ago
KaynnKaynn
1136
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