C# Unity Object Pooling (for a shooter game)












0












$begingroup$


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.










share|improve this question









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    0












    $begingroup$


    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.










    share|improve this question









    $endgroup$















      0












      0








      0





      $begingroup$


      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.










      share|improve this question









      $endgroup$




      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






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      KaynnKaynn

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