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// Copyright 2017 Google Inc. All rights reserved.
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
using UnityEngine;
using UnityEngine.Assertions;
using System.Collections;
/// Example page provider that shows how to use Object Pooling to
/// re-use pages instead of re-allocating them as the player scrolls.
/// A full description of Object Pooling can be found at https://en.wikipedia.org/wiki/Object_pool_pattern.
/// Doing this will significantly improve performance by preventing garbage collection and
/// reducing time spent allocating memory.
public class PooledPageProvider : MonoBehaviour, IPageProvider {
[Tooltip("The prefab for each page.")]
public GameObject pagePrefab;
/// The spacing between pages in local coordinates.
[Tooltip("The spacing between pages.")]
public float spacing = 2000.0f;
[SerializeField]
[Tooltip("The number of pages.")]
[Range(1, 200)]
private int NumPages = 100;
private string prefabName;
private GameObjectPool Pool {
get {
ObjectPoolManager poolManager = ObjectPoolManager.Instance;
Assert.IsNotNull(poolManager);
GameObjectPool pool = poolManager.GetPool<GameObjectPool>(prefabName);
if (pool == null) {
pool = new GameObjectPool(pagePrefab, 2);
poolManager.AddPool(prefabName, pool);
}
return pool;
}
}
void Awake() {
Assert.IsNotNull(pagePrefab);
prefabName = pagePrefab.name;
}
public float GetSpacing() {
return spacing;
}
public int GetNumberOfPages() {
return NumPages;
}
public RectTransform ProvidePage(int index) {
GameObject pageTransform = Pool.Borrow();
RectTransform page = pageTransform.GetComponent<RectTransform>();
Vector2 middleAnchor = new Vector2(0.5f, 0.5f);
page.anchorMax = middleAnchor;
page.anchorMin = middleAnchor;
return page;
}
public void RemovePage(int index, RectTransform page) {
Pool.Return(page.gameObject);
}
}